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…
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…
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…
Network visibility — culling networked objects per client with INetworkVisible
Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…
ISceneStartup: Host and Client Scene Initialization Events
is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …
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…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling
Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…
s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
s&box AmmoInventory: Shared ammo pools
AmmoInventory Component API Reference AmmoInventory stores shared ammo pools on a player, keyed by AmmoResource. Add this component to the player prefab alongsi…
INetworkSnapshot: Custom Binary Data in s&box Network Snapshots
s&box Components can implement to write and read custom binary data during the network snapshot process. When a client joins a server, the snapshot is sent once…
Network Events: INetworkListener and INetworkSpawn Interfaces
React to players joining and leaving by implementing or on a component in the scene. INetworkListener Example Spawn a player object when someone joins: INetwork…
Networked Objects: NetworkSpawn, Interpolation, and Network Modes
Any GameObject can become a networked object by calling on it. It will then be sent to all clients and can have Sync Properties and RPC Messages. Network Mode I…
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …
ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks
ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
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…
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
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…