Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …
s&box BasePickup: Pickup item base
BasePickup Abstract Class API Reference BasePickup is an abstract Component for items that can be picked up by players. Implements ITriggerListener and ICollisi…
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
s&box IPlayerControllable: Player control interface
IPlayerControllable API Reference IPlayerControllable is an interface for Components that can be controlled by seated players through the ControlSystem. Type Si…
BanSystem Pattern for Player Management
BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…
BasePickup with ITriggerListener and ICollisionListener
BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…
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…
s&box LimitsSystem: Spawn and tool limits
LimitsSystem GameObjectSystem API Reference LimitsSystem enforces configurable limits on spawning and tool usage. Maintains a per-player tracked object list pop…
BaseWeapon and BaseCarryable Weapon Framework
BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…
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…
ControlSystem Pattern for Seat/Vehicle Control
ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
s&box ClientInput: Input scope for controlled objects
Client input scope struct for routing input to controlled objects. Used by ControlSystem to redirect player input during chair/vehicle control. Static Propertie…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
s&box PlayerFallDamage: Fall damage component
PlayerFallDamage Component API Reference PlayerFallDamage is a Component that applies fall damage to the player when they land. It implements Local.IPlayerEvent…
Trigger-Based Background Music Crossfade Framework
This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
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 , , …
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…