Drop-in multiplayer for s&box

Does the boring, fiddly part of a networked game for you: auto-hosting, Citizen players with a working third-person controller, and a small lobby and round framework you build your own gamemode on. The framework never needs to know what your game is; you write the rules.

What you get

  • Auto-hosting (LobbyNetworkManager): Opens a lobby on launch so Steam friends can join; one networked player per connection, plus optional bots.
  • A real player (LobbyPlayer): The standard Citizen with WASD, run, jump, a third-person camera and animation, synced to every peer.
  • Lobby, round, lobby (LobbyDirector): Free-roam lobby, an in-world button that opens a mode menu, a synced countdown, and the trip back.
  • One extension point (IGameMode · ILobbyAgent): Write your rules as an IGameMode; make any pawn lobby-aware with ILobbyAgent.

How to use

  1. Install it. Library Manager → search Lobby System → Install, then restart the editor.
  2. Add the managers. Put LobbyNetworkManager and LobbyDirector in your scene and set Player Prefab.
  3. Write your gamemode. Implement IGameMode and list it in an IGameModeCatalog component.
  4. Bring your own pawn. Use LobbyPlayer, or implement ILobbyAgent on the pawn you already have.

Inspector settings

  • LobbyNetworkManager: Player Prefab (GameObject), Bot Count (1), Bots Only During Round (true), Destroy When Host Leaves (true)
  • LobbyDirector: Round Duration (180), Restart Delay (4), Min Players (2), Map Prefab / Map Ident (optional)
  • LobbyModeButton: Use Range (130), Glow When In Range (true), Idle Tint (orange), Active Tint (yellow)

Good to know

  • Ignore the round side and it's just a free-roam multiplayer sandbox.
  • Bots join only during a round unless you untick Bots Only During Round.
  • With Destroy When Host Leaves on, the lobby closes for everyone when the host quits.
Part of the same family as our Checkpoint and Library System packages, all built from one game project.