RPC Security: How s&box Validates Incoming RPCs — Attribute Check, Permission Flags, Kick on Unauthorized
RPC Security: How s&box Validates Incoming RPCs Understanding how s&box validates incoming RPCs is important for writing secure multiplayer code. Validation Ste…
Ownable Component Pattern for Prop Ownership
Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…
Scenes: Loading, Component Lookup, and GameObject Directory
A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…
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…
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
s&box Ownable: Ownership tracking component
Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…
GameObject.Network Accessor — IsProxy, IsOwner, TakeOwnership, DropOwnership, Refresh, and IGameObjectNetworkEvents
GameObject.Network Accessor — Ownership, Spawning, and Proxy Detection is a that provides all network-related operations for a . It always resolves to the netwo…
GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority
GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
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…
Code Cheat Sheet: Quick Reference for GameObjects, Components, and Transforms
Quick reference for common s&box operations covering debugging, transforms, GameObjects, and Components. Useful when you know what you want to do but not the ex…
Scenes: Loading, Directory Lookups, and Component Queries in s&box
A s&box Scene is a collection of GameObjects. Access the current scene via on any GameObject/Component/Panel, or via . Loading Scenes GameObject Directory Every…
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…
Clothing - s&box Assets Documentation
Clothing The clothing system allows players to customize their Citizen character with various wearable items. Create hats, shirts, pants, accessories, and more.…
Publishing Clothing - s&box Clothing Documentation
Publishing Clothing Publish clothing assets to sbox.game for players to use. Setting up your .Clothing File Create a clothing definition asset: Right-click in A…
Working with Models and Rendering
Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…
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…