Lobby System

Library

Drop-in multiplayer for s&box: auto-hosting, networked Citizen players with a working controller, and a lobby and round loop.

rwtrcsc updated 3mo ago 0 MB engine 25
thumb_up 2 open_in_new View on sbox.game
Lobby System

Drop-in multiplayer for s&box

Does the boring, fiddly part of a networked game for you: auto-hosting, Citizen players with a working third-person controller, and a small lobby and round framework you build your own gamemode on. The framework never needs to know what your game is; you write the rules.

What you get

  • Auto-hosting (LobbyNetworkManager): Opens a lobby on launch so Steam friends can join; one networked player per connection, plus optional bots.
  • A real player (LobbyPlayer): The standard Citizen with WASD, run, jump, a third-person camera and animation, synced to every peer.
  • Lobby, round, lobby (LobbyDirector): Free-roam lobby, an in-world button that opens a mode menu, a synced countdown, and the trip back.
  • One extension point (IGameMode · ILobbyAgent): Write your rules as an IGameMode; make any pawn lobby-aware with ILobbyAgent.

How to use

  1. Install it. Library Manager → search Lobby System → Install, then restart the editor.
  2. Add the managers. Put LobbyNetworkManager and LobbyDirector in your scene and set Player Prefab.
  3. Write your gamemode. Implement IGameMode and list it in an IGameModeCatalog component.
  4. Bring your own pawn. Use LobbyPlayer, or implement ILobbyAgent on the pawn you already have.

Inspector settings

  • LobbyNetworkManager: Player Prefab (GameObject), Bot Count (1), Bots Only During Round (true), Destroy When Host Leaves (true)
  • LobbyDirector: Round Duration (180), Restart Delay (4), Min Players (2), Map Prefab / Map Ident (optional)
  • LobbyModeButton: Use Range (130), Glow When In Range (true), Idle Tint (orange), Active Tint (yellow)

Good to know

  • Ignore the round side and it's just a free-roam multiplayer sandbox.
  • Bots join only during a round unless you untick Bots Only During Round.
  • With Destroy When Host Leaves on, the lobby closes for everyone when the host quits.
Part of the same family as our Checkpoint and Library System packages, all built from one game project.
No usage statistics available
This package may be new or not widely used yet. Usage data becomes available as more users install and play with the package.
Positive Negative
info
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
2m - 4m
1
1
8m - 16m
1
1
32m - 1.1h
2
2
8.5h - 17.1h
1
1
17.1h - 34.1h
1
1
0 recorded entries
Rank Player Score Recorded
refresh
Discovering package leaderboards...
Package ID: rwtrcsc.lobbysystem
Created: 2026-06-15 17:34 UTC
Updated: 2026-06-15 16:31 UTC
Type: library
Public: Yes
Version: 281752
files: 17
Size: 0.1 MB
Engine Version: 25
Asset Version ID: 281752
Version Created: 2026-06-15 16:31 UTC
Hash: 1781541099
Manifest: Open manifest

more_horiz Additional Properties

Summary: A clean s&box multiplayer lobby and round framework: auto-hosting, networked Citizen players with a working third-person controller, a lobby to round to lobby loop, and a gamemode-agnostic IGameMode / ILobbyAgent extension point.
Public: true
Compiler: {"RootNamespace":"LobbySystem","DefineConstants":"SANDBOX;ADDON;DEBUG","NoWarn":"1701;1702;1591;","WarningsAsErrors":"","TreatWarningsAsErrors":false,"Nullables":true,"Whitelist":true,"ReleaseMode":"Debug","AssemblyReferences":[],"IgnoreFolders":["editor","unittest"],"DistinctAssemblyReferences":[]}
new_releases Latest Update Jun 15, 2026
Changes on 2026-06-15
281752 Jun 15, 2026
Changes on 2026-06-15
281751 Jun 15, 2026
Changes on 2026-06-15
info Live API Passthrough & Removal Notice

This file manifest and asset metadata are retrieved live directly from the official Facepunch s&box public API. s&box Explorer does not host, store, or redistribute any package files. All download links route directly to Facepunch CDN servers.