HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
HTTP Requests: Async GET, POST, and JSON with the Static Http Class
s&box provides a static class for creating asynchronous HTTP requests (GET, POST, DELETE, etc.) with JSON content and response parsing. URL Restrictions Only or…
HTTP Requests: Async GET and POST with JSON in s&box
s&box provides a static class for asynchronous HTTP requests (GET, POST, DELETE, etc.) with JSON support. Allowed URLs Only or URLs to domains (no IP addresses)…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…
Auth Tokens: Steam Identity Validation for External Services
Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting, NetFlags, and Rpc.FilterInclude/Exclude
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting and Flags s&box RPCs are declared with nested attributes on the static class. The old top-level a…
NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference
NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…
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…
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
s&box Sandbox Security Model: Assembly Whitelist, Blocked APIs, Reflection Restrictions, and Safe Assembly Caching
s&box Sandbox Security Model: Assembly Access Control and Whitelisted APIs s&box uses a whitelist-based security model to prevent game code from accessing dange…
Network Ownership: Taking, Dropping, and Transferring Object Control
Networked GameObjects can be owned by a connection. Objects owned by a connection are simulated by that connection — their position and sync variables are contr…
WebSockets: External Server Communication with Auth Token Support
s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…
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…
Reporting Errors - s&box Documentation
Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…