GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority
GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…
[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…
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…
Input - s&box Gameplay Documentation
Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…
GameObjectSystem: Batch Processing and Execution Order Control
A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
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…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
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…
Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting
Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…
Backend Services - Achievements, Leaderboards, Stats
Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
s&box Inspector Attributes: Complete Reference for Component Properties
s&box Inspector Attributes: Complete Reference for Component Properties These attributes control how properties appear in the s&box editor inspector. Display At…
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…