s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
s&box SpeechLayer: NPC speech and subtitles
NPC behavior layer that manages speech state, plays sound files, and renders subtitle text above the NPC's head. Properties Methods Behavior Resolves a random s…
Async Tasks and Coroutines in s&box Components
Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines. Basic Async Method Frame…
CodeGenerator: Compile-Time Method and Property Wrapping via Attributes
The attribute in s&box lets you create custom attributes that wrap methods and properties at compile time. This is the mechanism behind properties and — you can…
RPC Messages: Remote Procedure Calls with Broadcast, Owner, and Host Targets
Components can contain RPCs (Remote Procedure Calls). An RPC is a function that when called, is also called remotely on other clients. Broadcast RPC makes a fun…
Async Components: Coroutine-Style Async Tasks on the Main Thread
Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines in s&box. Basic Async Fra…
s&box achievement unlocking with Rpc.FilterInclude targeting
s&box Achievement Unlocking with Rpc.FilterInclude This example shows achievement unlocking using s&box's Services.Achievements, Services.Stats, and Rpc.FilterI…
Sandbox.Log
Sandbox.Log Static logging class for console output. Overview Log messages appear in the editor console, in-game console (press ), and log files. Logging Method…
Property Attributes: Inspector Customization for Components and Assets
Property attributes control how Component properties appear in the s&box editor/inspector. They work on both Components and GameResource properties. Layout and …
Connection API: Properties, Methods, and Common Multiplayer Patterns
The class represents a network connection (client or server). Used extensively in multiplayer for identifying players, checking permissions, and managing networ…
Binary Serialization - s&box Documentation
Official s&box documentation for Binary Serialization - efficient data storage. Binary Serialization saves data in compact binary format. The system handles ver…
s&box player management with RPC, ConCmd, and Connection APIs
s&box Player Management with RPC, ConCmd, and Connection APIs This example shows player kick/ban utilities using s&box's Connection, RPC, ConCmd, and Chat syste…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…
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…
Property Attributes for Editor Inspector
Property Attributes for Editor Inspector Property attributes customize how fields appear and behave in the s&box editor inspector. Organization Attributes Visib…
s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …