s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting
s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
ISceneStartup: Host and Client Scene Initialization Events
is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
IScenePhysicsEvents: Pre and Post Physics Step Hooks
lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…
LocalData persistence for server-side data
LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …