Auth Tokens: Steam Identity Validation for External Services
Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…
INetworkSnapshot: Custom Binary Data in s&box Network Snapshots
s&box Components can implement to write and read custom binary data during the network snapshot process. When a client joins a server, the snapshot is sent once…
Cloud Assets: Referencing and Runtime Mounting from sbox.game
s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…
Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization
s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …
Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering
s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…
NavMesh Links: Custom Agent Traversal with Jump, Ladder, and Physics Examples
NavMesh Links in s&box connect disconnected navigation areas, allowing agents to jump, climb ladders, or traverse gaps. Add a NavMeshLink component to a GameObj…
Hotloading: Live Code Reload Without Editor Restart in s&box
s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…
CleanupSystem Pattern for Map Reset and Scene Management
CleanupSystem - Scene State Management and Map Cleanup A that captures the baseline scene state and allows resetting the map to its original state. Removes spaw…