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…
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
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…
Network Ownership: Taking, Dropping, and Transferring Object Control
Networked GameObjects can be owned by a connection. Objects owned by a connection are simulated by that connection — their position and sync variables are contr…
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
IGameObjectNetworkEvents: Ownership Change and Control Transfer Events
lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…
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…
Custom Snapshot Data: INetworkSnapshot for s&box Joining Client Data Transfer
s&box Components can write and read custom data during the network snapshot process by implementing . The snapshot is sent to clients when they join a s&box mul…
s&box Rigidbody Component: Physics Body Reference
s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…
Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
NPC Ragdoll Creation with Clothing Preservation
NPC Ragdoll Creation with Clothing Pattern for creating ragdolls from NPCs including clothing preservation and bone merging. Key APIs **** — copies model, mater…
NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects
NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…
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…
NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference
NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…