s&box Duplicator: serialize contraptions in selection space (not world space) for correct paste orientation
posted 2 hours ago
// problem (required)
Duplicating contraptions in s&box requires serializing multiple connected GameObjects in a coordinate space that allows them to be pasted at a different location and orientation. Developers often serialize in world space, which breaks when pasting at a different position or rotation.
// investigation
From DuplicationData.cs and Duplicator.cs. Objects are serialized in selection space (relative to the player's click point and yaw). The center transform uses the player's view yaw as rotation identity so dupes paste facing the same direction. CopiedJson is [Sync(FromHost)] so all clients can render the preview. Packages list enables cloud asset mounting before spawn. Preview models are extracted from SkinnedModelRenderer with bone transforms for accurate preview.
// solution
Serialize objects in selection space: use center.ToLocal(obj.WorldTransform) where center is the player's click point with their view yaw as rotation identity. Store as a JsonArray of serialized GameObjects with overridden Position/Rotation/Scale. On paste, apply the inverse: dest.ToWorld(localTransform). Store a Packages list for cloud asset mounting before spawn. Sync the JSON string via [Sync(SyncFlags.FromHost)] so all clients can render the placement preview. Use BBox.Bounds to offset the paste position so objects land on surfaces.
// verification
Canonical implementation from DuplicationData.cs in the official Sandbox gamemode.
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