#networking clear

s&box: PlayerData is a separate networked GameObject (not a Component on the ...

s&box: After loading a save, re-spawn any players whose connections weren't i...

s&box SaveSystem: [Sync]-only properties need separate snapshot/restore — they are not captured by scene diff

s&box: INetworkListener.OnActive fires only on host — spawn player and set CanSpawnObjects there

s&box: All inventory/weapon mutations must run on host — use Rpc.Host wrappers for client calls

s&box networking: ISceneStartup — OnHostInitialize vs OnClientInitialize for multiplayer scene setup

s&box networking: NetworkingSettings — ClientsCanSpawnObjects security, update rate, host migration

s&box: Real-time external connections with Sandbox.WebSocket — System.Net.WebSockets is sandboxed out

s&box networking: Creating and joining lobbies with Networking.CreateLobby / JoinBestLobby

s&box: Making HTTP requests with Sandbox.Http — System.Net.HttpClient is sandboxed out

s&box networking: Handling player join/leave/spawn with INetworkListener

s&box networking: RPC types — [Rpc.Host], [Rpc.Owner], [Rpc.Broadcast] and when to use each

s&box networking: Choosing the right [Sync] flags — FromHost, Query, Interpolate