ISceneStartup: Host and Client Scene Initialization Events
is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …
s&box INetworkListener: Connection interception
Interface for network connection interception. Implement to accept or reject incoming connections. Methods Usage Implement on a GameObjectSystem or Component to…
IScenePhysicsEvents: Pre and Post Physics Step Hooks
lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
LimitsSystem Per-Player Spawn Limits
LimitsSystem Per-Player Limits Enforces configurable spawn limits per player with automatic tracking via ISpawnEvents. Key Features Per-player tracking via Stea…
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…
LocalData persistence for server-side data
LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …
s&box ControlSystem: Chair control management
GameObjectSystem that manages chair control with seat priority sorting. Routes player input to controllable objects using ClientInput.PushScope(). Behavior Sort…
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…
CleanupSystem: Map reset and baseline restoration
CleanupSystem: Map Reset and Baseline Restoration This example shows the CleanupSystem which tracks the baseline scene state and allows resetting the map to its…
s&box UndoSystem: Per-player undo stacks
GameObjectSystem that provides per-player undo stacks with 128-step limit. Tracks GameObjects for destruction on undo. Classes PlayerStack Per-player undo stack…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…
s&box CameraNoiseSystem: Camera noise manager
GameObjectSystem that manages camera noise effects. Implements ICameraSetup to apply noise during camera rendering. Behavior Maintains a list of active BaseCame…