▚s&box/field-guide
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#join

4 items (1 guide · 3 fixes)

guides
guide
P2P peer-hosted servers — from working co-op code to a friend actually joining

The operational recipe for shipping player-hosted (P2P) multiplayer in s&box — lobby mechanics, invite codes, the join handshake liveness contract, replication traps, and the three-rung testing ladder — covering the layer the official docs don't document and where live multi-peer sessions actually break.

networkingmultiplayer
fixes
✓ 26.07
"Joining client's static state wiped by networked scene handoff"

A joining client's static join state (invite code, mode, attempt ID) gets wiped by the networked scene handoff — the bootstrap's OnEnabled resets statics before the join handshake uses them.

networkingjoin
✓ 26.07
"Published-build client join reloads the assembly, wiping all statics"

A published-build client join reloads the game assembly, wiping all statics — the reconstruct-not-reset fix from the scene-handoff case has nothing to reconstruct from unless join intent is persisted to disk.

networkingsteam
✓ 26.07
"Spawning a joiner's character clobbers the host's camera target"

On the host, spawning a joiner's character clobbers the host's own camera-target singleton because IsProxy is false at Components.Create time — re-resolve the claim at the first OnFixedUpdate.

networkingcamera
related tags
networkingwriting-gameplaylobbywrong-behaviorassembly-reloadcameraisproxylifecyclemultiplayernetworkspawn
aboutagent kitengine 26.07