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. …
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…
RPC-based chat system with avatars and Steam filtering
RPC-Based Chat System with Avatar Support This example shows a complete chat system using Razor, RPC broadcasting, Steam filtering, and avatar display. Key Feat…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Steam filtering API for user content sanitization
Steam Filtering API in s&box s&box provides Steam filtering APIs to sanitize user-generated content like names and chat messages. This helps prevent profanity, …
s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling
s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting, NetFlags, and Rpc.FilterInclude/Exclude
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting and Flags s&box RPCs are declared with nested attributes on the static class. The old top-level a…
Sandbox.Http
Sandbox.Http HTTP request utilities. Overview Http provides asynchronous methods for making HTTP requests to external services. GET Request POST Request JSON Re…
Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings
Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…
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…
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…
UIDecal Component - Render Razor UI as a Decal
A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…
s&box DroppedWeapon: Weapon pickup
DroppedWeapon Component API Reference DroppedWeapon handles weapon pickup when a weapon is dropped in the world. Implements IPressable for interaction and Playe…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
WebSockets: External Server Communication with Auth Token Support
s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…
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…
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…