s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
VirtualGrid
VirtualGrid Efficient virtualized grid component for large lists in UI. When to Use Use when displaying: Large item lists (100s-1000s) Inventories with many slo…
Sandbox: BanSystem — persistent ban list with INetworkListener.AcceptConnection
Sandbox BanSystem — Persistent Ban List with INetworkListener is a that implements to intercept incoming connections and reject banned players before they join.…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
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…