menu_bookDocumentation
May 4, 2026
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
menu_bookDocumentation
May 5, 2026
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…
menu_bookDocumentation
May 4, 2026
GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate
GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …
menu_bookDocumentation
May 20, 2026
GameObject: Transform, Tags, Children, and Components
A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …