s&box
RustCounter-Strike 2s&boxDeadlock
Wiki
Get s&box on Steam
Browse
OverviewGetting StartedCreating GamesEngine & ToolsDocumentationCommunity GamesResources
s&boxDocumentationNetworkingConnection Permissions
SOURCE 2 · C#
Build and play games with s&box.

Facepunch's game engine and creation platform — make games in C#, or jump straight into community games.

Get s&box on Steam

s&box Wiki

  • Overview
  • Getting Started
  • Creating Games
  • Engine & Tools
  • Documentation
  • Community Games
  • Resources

Tools & Community

  • Getting Started
  • Creating Games
  • Engine & Tools
  • Resources

Platforms

  • RustBattle
  • CSBattle
  • Rust Game Wiki
  • CS2 Skins Wiki
  • Deadlock Wiki

About

  • Official Site
  • Developer Wiki
  • GitHub
  • Get on Steam
NOT AFFILIATED WITH FACEPUNCH STUDIOS · © 2026 s&box Wiki (community)
Docs/Networking
Networking

Connection Permissions

The host can change some permissions for a specific Connection. The ideal place to set these permissions would be in the OnActive network event.

Only the host can set these. They're all true by default, and the host always has them regardless of what you set.

PermissionControls
CanSpawnObjectsWhether this connection can create its own networked objects
CanRefreshObjectsWhether this connection can send refresh updates for objects it owns
CanDestroyObjectsWhether this connection can destroy networked objects it owns

You can set Connection.CanSpawnObjects to allow or disallow a specific connection to create their own networked objects. By default this is true.

By default only the host can send network refresh updates for networked objects. This can be changed to allow the owner of a networked object to also send these updates with Connection.CanRefreshObjects.

Connection.CanDestroyObjects controls whether a connection is allowed to destroy the networked objects it owns. Turn it off if the host should be the only one deciding when something is removed.

public void OnActive( Connection channel )
{
	// Let clients own and move things, but not create or delete them
	channel.CanSpawnObjects = false;
	channel.CanDestroyObjects = false;
}

Permissions decide what a connection may do once it's in. To remove one entirely, the host can kick it:

channel.Kick( "No cheating" );

To turn a connection away before it ever joins, use AcceptConnection instead - see Network Events.

Source: Facepunch/sbox-docs (CC-BY-4.0) · updated 2026-08-03. Read it rendered on the official docs.

More in Networking

Custom Snapshot Data
Dedicated Servers
Http Requests
Network Events
Network Helper
Network Visibility
Networked Objects
Networking & Multiplayer
← All documentation

Community wiki — not affiliated with Facepunch Studios. For the latest and most authoritative information, see the official developer wiki.