menu_bookDocumentation
May 4, 2026
GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State
GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …
menu_bookDocumentation
May 4, 2026
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…
menu_bookDocumentation
May 4, 2026
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…
menu_bookDocumentation
May 4, 2026
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: **** — …