s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings
Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
s&box JSONObject Save Data Helper for Components
This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…
WebSockets
Use WebSockets for real-time communication with external servers. Basic Setup With Auth Token Common Use Cases Custom networking — External matchmaking, chat se…
s&box TriggerTeleport: Trigger-based teleportation
TriggerTeleport Component API Reference TriggerTeleport is a Component that teleports objects that enter its trigger collider to a target GameObject. Type Signa…
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…
Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars
LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…
Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling
Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…
Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration
Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…
s&box ISpawnerExtensions: Creating spawner instances
ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
Networked Objects: NetworkSpawn, Interpolation, and Network Modes
Any GameObject can become a networked object by calling on it. It will then be sent to all clients and can have Sync Properties and RPC Messages. Network Mode I…
FixedUpdate Internals: Step Counting, Spiral of Death Prevention, Time.Scope, and ApplyForce vs ApplyImpulse
FixedUpdate Internals: How the Fixed Timestep Works in s&box The s&box fixed update system uses a step-counting approach rather than accumulating time. This is …
s&box Global.ISaveEvents: Save/load event callbacks
Global.ISaveEvents Interface API Reference Global.ISaveEvents is an interface for Components that want to listen to SaveSystem events. Implement to receive call…
GameResource: Custom Asset Types, PostLoad, PostReload, ResourceLibrary.Get, and Resource Networking
GameResource: Custom Asset Types, PostLoad, and Resource Networking is the base class for all JSON-based assets in s&box (prefabs, scene files, custom assets). …