s&box JSONObject Save Data Helper for Components
This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…
Extensible Player Data Save Hooks for World Components
This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…
Sync Properties - Complete Networking Guide
Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…
Sync Properties: Automatic Property Replication with [Sync] Attribute
Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…
DisplayInfo: Querying s&box Type and Member Metadata (Title, Icon, Group, Tags)
DisplayInfo: Querying s&box Type and Member Metadata is an s&box struct that aggregates all display-related metadata from attributes on a type or member. The ed…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
Sync Properties: Networked State with Change Detection and Collections
The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…
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…
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…
Property Attributes for Editor Inspector
Property Attributes for Editor Inspector Property attributes customize how fields appear and behave in the s&box editor inspector. Organization Attributes Visib…
Hotloading — live code reloading, IL fast path, and common pitfalls
Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…
Hotloading: Live Code Reload Without Editor Restart in s&box
s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…
s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization
s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …
BuildHash pattern for Razor panel optimization
BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …
ActionGraph: Visual Scripting with Nodes, Links, and Control Flow
ActionGraph is s&box's visual scripting language. Each node describes an action or expression, and links between nodes carry values or signals. No C# coding req…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…