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…
Scene Metadata - s&box Scene Documentation
Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…
s&box SnapGrid: World-space snap grid overlay
SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…
Network visibility — culling networked objects per client with INetworkVisible
Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…
RPC Security: How s&box Validates Incoming RPCs — Attribute Check, Permission Flags, Kick on Unauthorized
RPC Security: How s&box Validates Incoming RPCs Understanding how s&box validates incoming RPCs is important for writing secure multiplayer code. Validation Ste…
s&box PackageSortMode: Package sorting modes
PackageSortMode Enum PackageSortMode is a typed enum for package sorting modes in the s&box package browser. It provides a type-safe way to specify how packages…
s&box WorkshopSortMode: Workshop sorting modes
WorkshopSortMode Enum WorkshopSortMode is a friendly enum for Storage/Workshop queries in s&box. It wraps the underlying Storage.SortOrder enum with a simpler A…
Network Visibility: Culling and INetworkVisible Interface
Network Visibility controls whether a networked object sends updates (Sync Vars, Transform) to a specific player. By default, all networked objects always trans…
Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data
The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …
Standalone Code: Full .NET Access and STANDALONE Constant for Exported Games
When s&box games are exported as standalone builds, they run outside the platform with additional capabilities not available in platform games. STANDALONE Const…
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, …
Network Visibility: Per-Connection Object Culling with INetworkVisible
Network Visibility controls whether a networked object should be visible (receive ongoing network updates) for a specific player. By default, all networked obje…