s&box SaveSystem: call GetFileSaveVersion(path) before Load() to check compat...
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: Double-tap jump to toggle noclip.
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: Pause and slow-motion with Scene.TimeScale — affects physics, animation, and Time.Delta
s&box networking: ISceneStartup — OnHostInitialize vs OnClientInitialize for multiplayer scene setup
s&box: JSON serialization with Sandbox.Json — handles engine types that System.Text.Json misses
s&box networking: NetworkingSettings — ClientsCanSpawnObjects security, update rate, host migration
s&box: Player avatar clothing with ClothingContainer — bone merge, body groups, Steam inventory
s&box: Auto-destroying effect GameObjects with TemporaryEffect — waits for particles and sounds to finish
s&box: Physics joints — hinge, spring, rope, fixed constraints with PhysicsJoint factory methods
s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks