s&box GamePreferences: ConVar-based user settings with attributes
GamePreferences API Reference GamePreferences is a static class for defining user preferences using ConVar attributes with automatic persistence. Type Signature…
Player Component with Static Accessors
Player Component Main player component that manages health, damage, camera, and interfaces with the inventory system. Static Accessors Key Properties HUD Visibi…
s&box Ownable: Ownership tracking component
Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…
ToolMode SelectionPoint and Trace Helpers
ToolMode.SelectionPoint and Trace Helpers Helper methods and data structures for toolgun selection and placement. SelectionPoint Struct Trace Methods Placement …
TraceAttackInfo record struct
TraceAttackInfo Record Struct Information about a trace-based attack in s&box, used to pass attack data through the weapon system. Properties Target () - The Ga…
LimitsSystem Per-Player Spawn Limits
LimitsSystem Per-Player Limits Enforces configurable spawn limits per player with automatic tracking via ISpawnEvents. Key Features Per-player tracking via Stea…
Global.ISpawnEvents Spawn Event Interface
Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…
s&box ResourceLibrary: Loading and Accessing Game Resources
s&box ResourceLibrary: Loading and Accessing Game Resources (and ) provides access to all loaded resources. Loading Resources ```csharp // Synchronous get (retu…
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 BanSystem: Ban list management with persistence
BanSystem API Reference BanSystem is a GameObjectSystem that manages a ban list with LocalData persistence and connection blocking. Type Signature Key Methods -…
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
s&box Tracer: Projectile trail renderer
Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…
s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
s&box Global.ISpawnEvents: Spawn event callbacks
Global.ISpawnEvents Interface API Reference Global.ISpawnEvents is an interface for Components that want to listen to spawn events across the scene. Implement t…
Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …