Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy
Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …
Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate
Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…
s&box Component Lifecycle: Exact Execution Order and Internal Guards
s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…
Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle
Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…
Execution Order - s&box Documentation
Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…
ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks
ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…
Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode and RequireComponent
Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode Reference Components provide convenient lookup methods for finding other compone…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor
s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…
Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering
s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…
Component Lifecycle Methods Reference
Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…
Component Interfaces: ExecuteInEditor, ICollisionListener, IDamageable in s&box
s&box provides several Component interfaces for specific purposes: editor execution, collision handling, triggers, damage, and networking. ExecuteInEditor Compo…
NavMesh Agent - s&box Gameplay Documentation
NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…