s&box BanSystem: Ban list management with persistence
BanSystem API Reference BanSystem is a GameObjectSystem that manages a ban list with LocalData persistence and connection blocking. Type Signature Key Methods -…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…
Networking Static Class: IsHost, IsClient, CreateLobby, Connect, SetData, and Debug Convars
Networking Static Class: IsHost, IsClient, CreateLobby, Connect, and Server Data The static class manages the multiplayer session in s&box. Session State Note: …
Chat UI Pattern with RPC Broadcasting
Chat UI with RPC Broadcasting A Razor UI component for game chat that handles local input, RPC broadcasting, Steam filtering, and automatic message expiration. …
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…
Sandbox: Ownable component — prop protection with IPhysgunEvent and IToolgunEvent
Ownable Component — Prop Protection and Physgun/Toolgun Access Control The component tracks which spawned a . It implements and to enforce ownership checks when…
BaseConstraintToolMode for Constraint Tools
BaseConstraintToolMode Abstract Class Base class for two-stage constraint tools (weld, rope, elastic, etc.) with selection point handling. Class Overview Contro…
Testing Multiplayer - s&box Networking Documentation
Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…
Sync Properties - Complete Networking Guide
Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…
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…
Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
Randomized Clothing for NPC Citizens using Dresser.Randomize() on Prefabs
Overview This demonstrates how to create NPC citizen prefabs with randomized clothing using the built-in component. Each time the prefab spawns or is enabled, i…
Dedicated Servers - s&box Documentation
Official s&box documentation for dedicated server hosting. Dedicated Servers covers running s&box games on headless servers. Running Local Projects explains tes…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents
Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …
BasePickup with ITriggerListener and ICollisionListener
BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…
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 …
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
ISceneLoadingEvents: Async Scene Load Hooks with BeforeLoad, OnLoad, and AfterLoad
ISceneLoadingEvents: Async Scene Load Hooks Implement on a to hook into the scene loading pipeline. The game waits for async tasks to complete before proceeding…