Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
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…
Shaders in s&box - HLSL and Shading Models
Shaders in s&box - HLSL and Shading Models Write custom shaders in HLSL with Source 2's shading models, render states, and GPU instancing support. Shader Develo…
Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation
Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…
Connection Permissions - s&box Networking Documentation
Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…
Custom Snapshot Data - s&box Networking Documentation
Custom Snapshot Data For advanced networking, you can write and read custom data in network snapshots. This allows efficient synchronization of complex game sta…
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…
Code Basics - s&box Documentation
Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…
Component Versioning: JsonUpgrader for Breaking Property Changes in s&box
s&box Component Versioning lets you define upgraders for breaking changes like property renames or data structure changes. Upgrades are chained — if a component…