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…
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…
Custom Particle Controller - s&box Documentation
Official s&box documentation for the Particle System - visual effects. Particle Effect creates GPU-accelerated visual effects. Custom Particle Controllers scrip…
s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling
s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…
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…
BeamEffect: Animated Line Renderer for Tracers, Lasers, and Beams
The BeamEffect in s&box is an animated LineRenderer for creating beams, tracers, and lasers. It supports multiple beams, fade over time, scale over time, and te…
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…
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
Project Structure Recommendations
Project Structure Recommendations Community guide for organizing s&box projects based on Facepunch examples and successful community projects. Recommended Folde…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
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…
s&box FuncMover: Moving and rotating objects
FuncMover Component API Reference FuncMover is a Component that moves and rotates a GameObject with configurable linear and rotational movement patterns. Type S…
BasePickup with ITriggerListener and ICollisionListener
BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
s&box TriggerPush: Trigger-based push force
TriggerPush Component API Reference TriggerPush is a Component that pushes objects (players and rigidbodies) that enter its trigger collider. Type Signature Pro…
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…
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…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
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…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…