s&
newspaper
About
info
About s&box
newspaper
Latest News
published_with_changes
Changes
map
Roadmap
monitoring
Metrics
games
Games
sports_esports
Browse Games
rocket
Discover Games
business_center
Workshop
sports_esports
Games
landscape
Maps
chair
Models
texture
Materials
apparel
Clothing
construction
More..
forum
Forum
docs
Docs
docs
Documentation
dashboard
Api Reference
input
Log in with Steam
chevron_left
Change Language
简体中文
English
Русский
Español
Português-Brasil
Deutsch
日本語
Français
Polski
Türkçe
한국어
Pirate
Italiano
ไทย
繁體中文
Українська
Čeština
Nederlands
Magyar
Dansk
Suomi
Svenska
Norsk
Ελληνικά
Română
Български
Tiếng Việt
Bahasa Indonesia
Español-Latinoamérica
العربية
Api
Classes
NetworkAccessor
chevron_left
Classes
class
NetworkAccessor
search
Constructors
functions
NetworkAccessor
Properties
data_object
Active
data_object
AlwaysTransmit
data_object
CreatorId
data_object
Flags
data_object
Interpolation
data_object
IsCreator
data_object
IsOwner
data_object
IsProxy
data_object
NetworkOrphaned
data_object
Owner
remove_circle
OwnerConnection
data_object
OwnerId
data_object
OwnerTransfer
data_object
RootGameObject
Methods
functions
AssignOwnership
functions
ClearInterpolation
remove_circle
DisableInterpolation
functions
DropOwnership
remove_circle
EnableInterpolation
functions
Refresh
functions
SetOrphanedMode
functions
SetOwnerTransfer
remove_circle
Spawn
functions
TakeOwnership
menu
NetworkAccessor
class
Sandbox.GameObject
.
Sandbox.Engine
build
Constructors
1
NetworkAccessor
(
o
)
data_object
Properties
14
Active
bool
Is this object networked?
AlwaysTransmit
bool
Determines whether updates for this networked object are always transmitted to clients. Otherwise, they are only transmitted when the object is determined as visible to each client.
CreatorId
Guid
The Id of the creator of this object
Flags
NetworkFlags
Network flags which describe the behavior of this networked object.
Can only be changed by the host after the networked object has been spawned.
Interpolation
bool
Whether the networked object's transform is interpolated.
IsCreator
bool
Are we the creator of this network object
IsOwner
bool
Are we the owner of this network object?
IsProxy
bool
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
NetworkOrphaned
Determines what happens when the owner disconnects.
Owner
Connection
Try to get the connection that owns this object. This can and will return null if we don't have information for this connection.
OwnerConnection
obsolete
Connection
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
Guid
The Id of the owner of this object
OwnerTransfer
OwnerTransfer
Who can control ownership of this networked object?
RootGameObject
GameObject
Get the GameObject that is the root of this network object
functions
Methods
10
AssignOwnership
(
channel
)
bool
Set the owner of this object to the specified Sandbox.Connection.
Note: whether you can assign ownership of this object depends on the Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object.
ClearInterpolation
(
)
bool
DisableInterpolation
(
)
obsolete
bool
Disable interpolation for the networked object's transform. Obsolete: 09/12/2025
DropOwnership
(
)
bool
Stop being the owner of this object. Will clear the owner so the object becomes controlled by the server, and owned by no-one.
Note: whether you can drop ownership of this object depends on the Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object.
EnableInterpolation
(
)
obsolete
bool
Enable interpolation for the networked object's transform. Obsolete: 09/12/2025
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
(
action
)
bool
Set what happens to this networked object when the owner disconnects.
SetOwnerTransfer
(
option
)
bool
Set who can control ownership of this networked object. Only the current owner can change this.
Spawn
(
)
obsolete
bool
TakeOwnership
(
)
bool
Become the network owner of this object.
Note: whether you can take ownership of this object depends on the Sandbox.GameObject.NetworkAccessor.OwnerTransfer of this networked object.
people
Log in to reply
You can't reply if you're not logged in. That would be crazy.