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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "ownership" in menu_bookDocumentation 21 results closeClear
menu_bookDocumentation
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

Ownership - s&box Networking Documentation

Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

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 20, 2026

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…

menu_bookDocumentation
May 4, 2026

GameObject.Network Accessor — IsProxy, IsOwner, TakeOwnership, DropOwnership, Refresh, and IGameObjectNetworkEvents

GameObject.Network Accessor — Ownership, Spawning, and Proxy Detection is a that provides all network-related operations for a . It always resolves to the netwo…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks

IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…

menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

ClothingContainer: Apply, ApplyAsync, CreateFromConnection, RemoveUnownedItems, and Body Group Masking

ClothingContainer: Avatar Dressing System — Apply, CreateFromConnection, and RemoveUnownedItems manages a player's avatar outfit. It handles clothing compatibil…

menu_bookDocumentation
May 4, 2026

NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects

NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…

menu_bookDocumentation
May 4, 2026

s&box Rigidbody Component: Physics Body Reference

s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…

menu_bookDocumentation
Jun 16, 2026

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…

menu_bookDocumentation
May 4, 2026

s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting

s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…

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

Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove

Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…

menu_bookDocumentation
May 20, 2026

NetworkHelper: Simplified Multiplayer Setup with Player Spawning

The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…

menu_bookDocumentation
May 20, 2026

Sync Properties: Automatic Property Replication with [Sync] Attribute

Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…