s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling
s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
Performance Best Practices
s&box Performance Best Practices Community guide for writing performant s&box code based on engine behavior and developer recommendations. Object Pooling Avoid …
Sandbox: Full codebase architecture — systems, player components, weapons, tools, NPCs
Sandbox Codebase Architecture Overview The Facepunch Sandbox game is a large reference implementation. Here's a map of the major systems and how they connect. C…