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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
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terminalCode Example
May 5, 2026

Math types — Vector3, Rotation, Angles, Transform, TimeSince, and BBox

Math Types — Vector3, Rotation, Angles, and Transform s&box uses its own math types. Here's a practical reference for the ones you'll use constantly. Vector3 Ro…

terminalCode Example
May 4, 2026

Sandbox: BaseConstraintToolMode — two-stage constraint creation with IToolActionEvents

BaseConstraintToolMode — Two-Stage Constraint Creation Pattern is the base for all two-point constraint tools (Weld, Rope, BallSocket, Elastic, Hydraulic, NoCol…

terminalCode Example
May 4, 2026

Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings

ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…

terminalCode Example
May 3, 2026

Input Handling Code Examples

Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions

terminalCode Example
May 4, 2026

Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars

LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…

terminalCode Example
May 5, 2026

Collider types — Box, Sphere, Capsule, Model, Hull, Plane, and Trigger volumes

Collider Types s&box provides several collider components for physics shapes. All colliders can be set as triggers (no physical response, just overlap detection…

terminalCode Example
May 4, 2026

Sandbox: CameraNoiseSystem — screen shake, punch, and recoil with ICameraSetup

CameraNoiseSystem — Screen Shake, Punch, and Recoil Effects is a that implements to apply camera noise effects (shake, punch, recoil) each frame. Effects are in…

terminalCode Example
May 5, 2026

Rendering entities — TextRenderer, LineRenderer, SpriteRenderer, TrailRenderer, and ModelRenderer

Rendering Entities — Text, Line, Sprite, and Trail Renderers s&box provides several lightweight renderer components for common visual needs that don't require a…

terminalCode Example
May 5, 2026

Post-processing and camera setup — CameraComponent, PostProcessVolume, Bloom, DoF, and Film Grain

Post-Processing and Camera Setup CameraComponent Orthographic Camera Multiple Cameras (Priority) Higher priority renders on top. Use for split-screen, minimaps,…

terminalCode Example
May 5, 2026

NavMeshLink custom traversal — parabolic jump, ladder climb, and physics jump

NavMeshLink Custom Traversal connects two NavMesh points for agents to traverse (jumps, ladders, teleports). Default traversal linearly interpolates between sta…

terminalCode Example
May 4, 2026

Sandbox: BaseWeapon — ammo system, reload, shoot delay, and IPlayerControllable

BaseWeapon — Ammo, Reloading, and Firing Pattern extends and adds ammo management, reloading, and a shoot delay system. It implements so it can also be used fro…

terminalCode Example
May 12, 2026

Slot-based inventory UI with BuildHash optimization

Slot-Based Inventory UI with BuildHash Optimization This example shows a slot-based inventory UI with BuildHash() optimization to prevent unnecessary rebuilds a…

terminalCode Example
May 3, 2026

Inventory Hotbar UI Component

Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…

terminalCode Example
May 3, 2026

Nameplate Component with Voice Activity

Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …

terminalCode Example
May 3, 2026

BaseWeapon and BaseCarryable Weapon Framework

BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…

terminalCode Example
May 10, 2026

Trigger-Based Background Music Crossfade Framework

This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …

terminalCode Example
May 5, 2026

Particle Effect system — emitters, manual emission, and custom controllers

Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…

terminalCode Example
May 3, 2026

Rigidbody Physics

The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity

terminalCode Example
May 3, 2026

CleanupSystem Pattern for Map Reset and Scene Management

CleanupSystem - Scene State Management and Map Cleanup A that captures the baseline scene state and allows resetting the map to its original state. Removes spaw…

terminalCode Example
May 4, 2026

Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon

BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…