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s&box RPC Generator

Generate s&box [Rpc.Broadcast], [Rpc.Owner], and [Rpc.Host] method skeletons in C#. Configure NetFlags (Unreliable, Reliable, SendImmediate, DiscardOnDelay, HostOnly, OwnerOnly), define typed parameters, and copy ready-to-paste code with the right attribute, signature, and Rpc.Caller hook.

Calls the function on every connected client (including the host).

Lives on a Component — uses the GameObject's networking context.

Same type rules as [Sync] properties: unmanaged + string + GameObject / Component / GameResource.

Usage

Call it like a regular method — PlayOpenEffects( "bing", WorldPosition ) — and Facepunch's codegen will route the message according to the attribute you picked. Filter recipients with Rpc.FilterInclude / Rpc.FilterExclude inside a using block.

RPC Modes Cheat Sheet

AttributeRuns on
[Rpc.Broadcast]Every client (including host).
[Rpc.Owner]Just the owner of the networked object — host fallback if owner-less.
[Rpc.Host]Just the host.

NetFlags Reference

FlagEffect
NetFlags.UnreliableMessage will be sent unreliably. It may not arrive and it may be received out of order. But chances are that it will arrive on time and everything will be fine. This is good for sending position updates, or spawning effects. This is the fastest way to send a message. It is also the cheapest.
NetFlags.ReliableMessage will be sent reliably. Multiple attempts will be made until the recipient has received it. Use this for things like chat messages, or important events. This is the slowest way to send a message. It is also the most expensive.
NetFlags.SendImmediateMessage will not be grouped up with other messages, and will be sent immediately. This is most useful for things like streaming voice data, where packets need to stream in real-time, rather than arriving with a bunch of other packets.
NetFlags.DiscardOnDelayMessage will be dropped if it can't be sent quickly. Only applicable to unreliable messages.
NetFlags.HostOnlyOnly the host may call this action
NetFlags.OwnerOnlyOnly the owner may call this action
NetFlags.UnreliableNoDelayMessage will be sent unreliably, not grouped up with other messages and will be dropped if it can't be sent quickly.

Combine flags with |: [Rpc.Broadcast( NetFlags.Unreliable | NetFlags.OwnerOnly )].

Filtering Recipients

// Skip a specific player.
using ( Rpc.FilterExclude( c => c.SteamId == bannedSteamId ) )
{
    PlayOpenEffects( "bing", WorldPosition );
}

// Send only to a specific connection.
using ( Rpc.FilterInclude( c => c.DisplayName == "Garry" ) )
{
    PlayOpenEffects( "bing", WorldPosition );
}

Filtering only applies to [Rpc.Broadcast]. Wrap the call in a using block — outside of it, broadcasts go to everyone again.

s&box RPC Generator — FAQ

Is this s&box RPC Generator free to use?

Yes, the s&box RPC Generator is 100% free — no signup required, no hidden fees, no downloads. Everything runs in your browser.

How accurate is the s&box RPC Generator?

Values are pulled from the s&box game files and community-verified formulas. Results match what you see in-game, and we update the tool when the game gets major patches.

Can I host a s&box server with XGamingServer?

Yes. XGamingServer offers instant s&box server hosting with mod support, automatic backups, DDoS protection, and 24/7 support. All popular game settings are pre-configured.

Does the RPC Generator work on mobile?

Yes, the RPC Generator is fully responsive and works on desktop, tablet, and mobile browsers.

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