#player clear

s&box TriggerPush: maintain a List<GameObject> of objects currently inside th...

#sbox#trigger#physics#map#playercsharpposted 1 month ago

s&box fall damage: OnLand fires on client, Rpc.Broadcast with host guard applies damage, Rpc.Owner for sound

s&box PlayerData respawn: use MarkForRespawn() + OnUpdate() timeout (4s) as a...

#sbox#respawn#player#networkingcsharpposted 1 month ago

s&box: Two-tier player event system — Local.IPlayerEvents (hierarchy-scoped) vs Global.IPlayerEvents (scene-wide)

s&box: Correct damage pipeline order — pre-event, armour, health, OnDeath, then Kill()

s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks