# Sandbox.GameObject.NetworkAccessor

- Kind: class
- Assembly: `Sandbox.Engine`

## Constructors

- [`NetworkAccessor`](/api/Sandbox.GameObject.NetworkAccessor/.ctor)

## Properties

- [`Active`](/api/Sandbox.GameObject.NetworkAccessor/Active): Is this object networked?
- [`AlwaysTransmit`](/api/Sandbox.GameObject.NetworkAccessor/AlwaysTransmit): 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`](/api/Sandbox.GameObject.NetworkAccessor/CreatorId): The Id of the creator of this object
- [`Flags`](/api/Sandbox.GameObject.NetworkAccessor/Flags): 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`](/api/Sandbox.GameObject.NetworkAccessor/Interpolation): Whether the networked object's transform is interpolated.
- [`IsCreator`](/api/Sandbox.GameObject.NetworkAccessor/IsCreator): Are we the creator of this network object
- [`IsOwner`](/api/Sandbox.GameObject.NetworkAccessor/IsOwner): Are we the owner of this network object?
- [`IsProxy`](/api/Sandbox.GameObject.NetworkAccessor/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`](/api/Sandbox.GameObject.NetworkAccessor/NetworkOrphaned): Determines what happens when the owner disconnects.
- [`Owner`](/api/Sandbox.GameObject.NetworkAccessor/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.
- [`OwnerConnection`](/api/Sandbox.GameObject.NetworkAccessor/OwnerConnection): 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`](/api/Sandbox.GameObject.NetworkAccessor/OwnerId): The Id of the owner of this object
- [`OwnerTransfer`](/api/Sandbox.GameObject.NetworkAccessor/OwnerTransfer): Who can control ownership of this networked object?
- [`RootGameObject`](/api/Sandbox.GameObject.NetworkAccessor/RootGameObject): Get the GameObject that is the root of this network object

## Methods

- [`AssignOwnership`](/api/Sandbox.GameObject.NetworkAccessor/AssignOwnership): Set the owner of this object to the specified [Sandbox.Connection](/api/Sandbox.Connection). Note: whether you can assign ownership of this object depends on the [Sandbox.GameObject.NetworkAccessor.OwnerTransfer](/api/Sandbox.GameObject.NetworkAccessor/OwnerTransfer) of this networked object.
- [`ClearInterpolation`](/api/Sandbox.GameObject.NetworkAccessor/ClearInterpolation)
- [`DisableInterpolation`](/api/Sandbox.GameObject.NetworkAccessor/DisableInterpolation): Disable interpolation for the networked object's transform. Obsolete: 09/12/2025
- [`DropOwnership`](/api/Sandbox.GameObject.NetworkAccessor/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. Note: whether you can drop ownership of this object depends on the [Sandbox.GameObject.NetworkAccessor.OwnerTransfer](/api/Sandbox.GameObject.NetworkAccessor/OwnerTransfer) of this networked object.
- [`EnableInterpolation`](/api/Sandbox.GameObject.NetworkAccessor/EnableInterpolation): Enable interpolation for the networked object's transform. Obsolete: 09/12/2025
- [`Refresh`](/api/Sandbox.GameObject.NetworkAccessor/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`](/api/Sandbox.GameObject.NetworkAccessor/SetOrphanedMode): Set what happens to this networked object when the owner disconnects.
- [`SetOwnerTransfer`](/api/Sandbox.GameObject.NetworkAccessor/SetOwnerTransfer): Set who can control ownership of this networked object. Only the current owner can change this.
- [`Spawn`](/api/Sandbox.GameObject.NetworkAccessor/Spawn)
- [`TakeOwnership`](/api/Sandbox.GameObject.NetworkAccessor/TakeOwnership): Become the network owner of this object. Note: whether you can take ownership of this object depends on the [Sandbox.GameObject.NetworkAccessor.OwnerTransfer](/api/Sandbox.GameObject.NetworkAccessor/OwnerTransfer) of this networked object.
