GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
DynamiteEntity Explosive Entity Pattern
DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…
TemporaryEffect Component: Auto-Destroy, ITemporaryEffect, BecomeOrphan, and Editor Behavior
TemporaryEffect Component: Auto-Destroy with ITemporaryEffect Support destroys a after a set time, optionally waiting for child effects (particles, sounds) to f…
Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn
Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
s&box Projectile: Collision-based projectile
Projectile Component API Reference Projectile is a Component that implements ICollisionListener for collision-based projectiles. It destroys itself on collision…