Connection API: Properties, Methods, and Common Multiplayer Patterns
The class represents a network connection (client or server). Used extensively in multiplayer for identifying players, checking permissions, and managing networ…
SceneTraceResult: All Fields and Properties from Trace Hits
is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern
s&box LinkedGameObjectBuilder: Connected object collection
Utility class for collecting connected GameObjects. Used by the Duplicator to find all objects that should be included in a duplication. Properties Methods Beha…
s&box ClientInput: Input scope for controlled objects
Client input scope struct for routing input to controlled objects. Used by ControlSystem to redirect player input during chair/vehicle control. Static Propertie…
s&box SpeechLayer: NPC speech and subtitles
NPC behavior layer that manages speech state, plays sound files, and renders subtitle text above the NPC's head. Properties Methods Behavior Resolves a random s…
s&box SensesLayer: NPC environmental scanning
NPC behavior layer that handles awareness and environmental scanning. Caches visible/audible objects by tag for efficient querying. Properties Methods Behavior …
s&box NavigationLayer: NPC navigation
NPC behavior layer that handles navigation using NavMeshAgent. Provides movement commands and status tracking. Properties Methods Behavior Uses NavMeshAgent for…
s&box BaseNpcLayer: NPC behavior layer base
Abstract base class for NPC behavior layers. Layers provide specific services (navigation, senses, speech) for tasks to use. Properties Methods Usage Inherit fr…
s&box ScheduleBase: NPC schedule base class
Abstract base class for NPC schedules. A schedule executes a sequence of tasks with cancellation support. Properties Methods Behavior Executes tasks sequentiall…
s&box TaskBase: NPC task base class
Abstract base class for NPC tasks. Tasks are executed as part of a Schedule and return a TaskStatus to indicate their state. Properties Methods TaskStatus Enum …
s&box UndoSystem: Per-player undo stacks
GameObjectSystem that provides per-player undo stacks with 128-step limit. Tracks GameObjects for destruction on undo. Classes PlayerStack Per-player undo stack…
s&box CameraNoiseSystem: Camera noise manager
GameObjectSystem that manages camera noise effects. Implements ICameraSetup to apply noise during camera rendering. Behavior Maintains a list of active BaseCame…
s&box ControlSystem: Chair control management
GameObjectSystem that manages chair control with seat priority sorting. Routes player input to controllable objects using ClientInput.PushScope(). Behavior Sort…
s&box INetworkListener: Connection interception
Interface for network connection interception. Implement to accept or reject incoming connections. Methods Usage Implement on a GameObjectSystem or Component to…
s&box EnvironmentShake: Camera shake component
Component that creates camera shake effects based on distance and time curves. Implements ICameraSetup to apply rotation noise during PostSetup. Properties Prop…
s&box BaseToggle: Toggle state base class
Abstract base class for toggle state with [Sync] support and event callbacks. Properties Methods Usage Inherit from this class for any component that needs a sy…
s&box ICameraSetup: Camera render hooks
Interface for camera setup hooks that allow fine-grained control over camera effects. Implement to modify the camera at specific stages of the render pipeline. …
BaseCarryable.IEvent interface
BaseCarryable.IEvent Interface Scene event interface for world model lifecycle events on s&box carryable items. Methods OnCreateWorldModel Called when the world…
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
ReloadSoundEntry record struct
ReloadSoundEntry Record Struct Defines a timed sound event to play during s&box weapon reload animations. Properties Time () - Seconds after reload starts to pl…