s&box FuncMover: Moving and rotating objects
FuncMover Component API Reference FuncMover is a Component that moves and rotates a GameObject with configurable linear and rotational movement patterns. Type S…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
s&box StackDirection: Stacker tool directions
s&box StackDirection Enum StackDirection is an enum used by the Stacker tool to specify which axis to stack objects along. It defines the six cardinal direction…
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…
s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
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…
s&box player management with RPC, ConCmd, and Connection APIs
s&box Player Management with RPC, ConCmd, and Connection APIs This example shows player kick/ban utilities using s&box's Connection, RPC, ConCmd, and Chat syste…
BanSystem Pattern for Player Management
BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…
Custom Snapshot Data - s&box Networking Documentation
Custom Snapshot Data For advanced networking, you can write and read custom data in network snapshots. This allows efficient synchronization of complex game sta…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
Sandbox.Json
Sandbox.Json JSON serialization utilities. Overview Json provides methods for serializing objects to JSON and parsing JSON strings. Serialize Deserialize Parse …
Sandbox: ISpawner interface — custom spawner pattern with ISpawnEvents
ISpawner Interface — Custom Spawner Pattern The interface defines the contract for anything that can be spawned via the spawn menu. Implementations include , , …
Sandbox: Duplicator tool — copy, paste, and save contraptions with DuplicationData
Duplicator Tool — Copy, Paste, and Save Contraptions The Duplicator tool copies a contraption (a connected graph of GameObjects) to JSON and pastes it back. It …
Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage
BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…
Storage (UGC)
Manage user-generated content, save games, and player creations. Creating Entries Entry Properties Reading Files Listing Entries Deleting Entries Steam Workshop…
Sandbox.Angles
Sandbox.Angles Euler angles (yaw, pitch, roll) representation. Overview Angles stores rotation as yaw, pitch, and roll in degrees — easier to work with than qua…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
s&box ICookieSource: Cookie persistence interface
ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…
Prefab instance overrides — customizing instances without breaking the prefab link
Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…
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…