Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Multiplayer and Networking
Complete guide to multiplayer setup in s&box. Creating a Lobby Joining a Lobby Spawning Networked Players Host/Client Checks Connection Events Networked Object …
Testing Multiplayer - s&box Networking Documentation
Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…
Testing Multiplayer: Local Multi-Instance Development Workflow
The best way to test multiplayer is having someone join your game, but s&box provides tools for solo testing. Spawning a New Instance Click the network status i…
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
Testing Multiplayer: New Instances, Hotloading, and Local Connect
s&box provides built-in tools for testing multiplayer without needing another player. You can spawn additional game instances that join your running session, wi…
Controller Input: Analog Sticks, Haptics, Motion Controls, and Local Multiplayer
s&box supports gamepad/controller input with analog sticks, haptics/rumble, motion controls, and local multiplayer. Detecting Controller Check to see if the pla…
Networking State in s&box: IsHost, IsClient, IsActive, and Lobby Management
Networking State in s&box: IsHost, IsClient, IsActive Understanding the networking state is critical for writing correct multiplayer code in s&box. Key Properti…
Connection Permissions - s&box Networking Documentation
Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…
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…
Sync Properties for Networked State
Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…
Platform Chat - Built-in Multiplayer Text Chat System
Built-in text chat for multiplayer games. Messages are routed through the host, validated, filtered, and displayed via the standard overlay UI - no game code re…
NetworkHelper: Simplified Multiplayer Setup with Player Spawning
The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…
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 …
Networking Static Class: IsHost, IsClient, CreateLobby, Connect, SetData, and Debug Convars
Networking Static Class: IsHost, IsClient, CreateLobby, Connect, and Server Data The static class manages the multiplayer session in s&box. Session State Note: …
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
Connection Permissions: CanSpawnObjects and CanRefreshObjects
The host can change permissions for a specific in s&box multiplayer. The ideal place to set these permissions is in the network event callback when a player con…
s&box PointLightEntity: Controllable point light
PointLightEntity Component API Reference PointLightEntity is a controllable point light that can be toggled and configured via player input. It wraps a PointLig…
Dedicated Servers: Installation, Configuration, and Command Line
s&box dedicated servers run headless and can be installed via SteamCMD. They host multiplayer games without requiring the full editor. Installation Install via …