s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "Change" 123 results closeClear
menu_bookDocumentation
May 4, 2026

[Change] Attribute: Callbacks When Properties Change — Works with [Sync] and [ConVar], Priority, and All-Client Firing

[Change] Attribute: Callbacks When Properties Change The attribute invokes a method whenever a property's value changes. It works with any property but is espec…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

Sync Properties: Networked State with Change Detection and Collections

The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…

menu_bookDocumentation
Jun 16, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 20, 2026

Sync Properties: Automatic Property Replication with [Sync] Attribute

Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…

menu_bookDocumentation
May 5, 2026

Hotloading — live code reloading, IL fast path, and common pitfalls

Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…

menu_bookDocumentation
May 12, 2026

BuildHash pattern for Razor panel optimization

BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 5, 2026

Undo System - s&box Editor Documentation

Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …

menu_bookDocumentation
May 4, 2026

IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks

IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…

menu_bookDocumentation
May 5, 2026

Hotloading - s&box Documentation

Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…

terminalCode Example
May 3, 2026

Sync Properties for Networked State

Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…

menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

menu_bookDocumentation
May 20, 2026

Network Ownership: Transfer, IsProxy, and Orphaned Modes

Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…

menu_bookDocumentation
May 20, 2026

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): …

menu_bookDocumentation
May 20, 2026

Network Ownership: Taking, Dropping, and Transferring Object Control

Networked GameObjects can be owned by a connection. Objects owned by a connection are simulated by that connection — their position and sync variables are contr…

menu_bookDocumentation
May 4, 2026

Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence

Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Prefab Instance Overrides: Property, Component, and GameObject Customization

Prefab instance overrides in s&box allow you to customize individual instances of a prefab without affecting the original or other instances. The instance remem…