| Active | Is this object networked | 
| CreatorId | The Id of the create of this object | 
| Interpolation | Whether the networked object's transform is interpolated. | 
| IsCreator | Are we the creator of this network object | 
| IsOwner | Are we the owner of this network object | 
| IsProxy | Is this object a network proxy. A network proxy is a network object that is not being simulated on the local pc.
This means it's either owned by no-one and is being simulated by the host, or owned by another client. | 
| NetworkOrphaned | Determines what happens when the owner disconnects. | 
| Owner | Try to get the connection that owns this object. This can and will return null
if we don't have information for this connection. | 
| OwnerConnectionobsolete | Try to get the connection that owns this object. This can and will return null
if we don't have information for this connection. | 
| OwnerId | The Id of the owner of this object | 
| OwnerTransfer | Who can control ownership of this networked object? | 
| RootGameObject | Get the GameObject that is the root of this network object | 
| AssignOwnership | Set the owner of this object to the specified Sandbox.Connection.
<br /><br />
Note: whether or not you can assign ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. | 
| ClearInterpolation | <inheritdoc cref="M:Sandbox.GameTransform.ClearInterpolation" /> | 
| DisableInterpolation | Disable interpolation for the networked object's transform. | 
| DropOwnership | Stop being the owner of this object. Will clear the owner so the object becomes
controlled by the server, and owned by no-one.
<br /><br />
Note: whether or not you can drop ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. | 
| EnableInterpolation | Enable interpolation for the networked object's transform. | 
| Refresh | Send a complete refresh snapshot of this networked object to other clients. This is useful if you have
made vast changes to components or children. | 
| SetOrphanedMode | Set what happens to this networked object when the owner disconnects. | 
| SetOwnerTransfer | Set who can control ownership of this networked object. Only the current owner can change this. | 
| Spawnobsolete | <inheritdoc cref="M:Sandbox.GameObject.NetworkSpawn" /> | 
| TakeOwnership | Become the network owner of this object.
<br /><br />
Note: whether or not you can take ownership of this object depends on the
Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object. |