public static abstract sealed class Editor.EditorUtility.Account
Related Guides
Broader workflow and conceptual references connected to this API.
On a Dedicated Server, you can specify who is an admin of your server, or customize permissions even further with claims for individual Steam accounts.
If you are using HTTP requests or WebSockets in your game, you can use Auth Tokens to validate that the requests were sent from a valid Steam user in a s&box game session. This is useful if you want to tie data to a specific Steam account, or prevent botting.
You can find information about how to install and use SteamCMD here <https://developer.valvesoftware.com/wiki/SteamCMD> to install the s&box Dedicated Server.
Facepunch provides some ready-to-use first-person weapons for you!
Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quickly iterate and see your changes without needing to restart the editor. Ideally we want to support this for 99% of code changes without you needing to think about what happens under the hood, but this document will help you investigate cases where things go wrong.
Methods
Showing 3 methods
public static System.Threading.Tasks.ValueTask Assure()
public static bool IsMember(string org)
public static System.Threading.Tasks.Task Refresh()
No results match this filter.
Properties
Showing 3 properties
public static System.Collections.Generic.IReadOnlyList`1<Sandbox.Package> Editor.EditorUtility.Account.Favourites { get; set; }
public static System.Collections.Generic.IReadOnlyList`1<Sandbox.Package.Organization> Editor.EditorUtility.Account.Memberships { get; set; }
public static System.Collections.Generic.IReadOnlyList`1<Sandbox.StreamService> Editor.EditorUtility.Account.ServiceLinks { get; set; }
No results match this filter.
Metadata
| Field | Value |
|---|---|
| Namespace | global |
| Type | class |
| Assembly | Sandbox.Tools |
| Doc ID | T:Editor.EditorUtility.Account |