Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…
Particle Effect - s&box Documentation
Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…
GameObjectSystem: Scene-Level Batch Processing Systems in s&box
A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …
GameObjectSystem: Batch Processing and Execution Order Control
A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State
GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …