Code Cheat Sheet: Quick Reference for GameObjects, Components, and Transforms
Quick reference for common s&box operations covering debugging, transforms, GameObjects, and Components. Useful when you know what you want to do but not the ex…
WorldPanel and ScreenPanel — HUD overlays and 3D world-space UI with Razor PanelComponent
WorldPanel and ScreenPanel — UI in the World s&box UI uses (Razor) attached to either a (HUD overlay) or (3D world-space UI). The same component works with both…
Decal component — projecting bullet holes, scorch marks, and surface details
Decal Component — Projecting Surface Marks projects a texture onto surfaces in the world. Use it for bullet holes, blood splats, scorch marks, graffiti, and any…
ConVar and ConCmd — console variables and commands with flags and game settings
ConVar and ConCmd — Console Variables and Commands and are s&box attributes for exposing variables and commands to the developer console. Console Commands Conso…
DebugOverlay — in-game visualization for spheres, lines, text, and traces
DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…
Async tasks in s&box — coroutines, parallel tasks, and frame-by-frame animation
Async Tasks in s&box Components s&box async tasks run on the main thread — they behave like coroutines. Use to yield one frame, to wait, and to run tasks in par…
Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage
BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…
Camera and View Control
Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …
ControlSystem Pattern for Seat/Vehicle Control
ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…
Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn
Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…
s&box JSONObject Save Data Helper for Components
This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…
Sync Properties for Networked State
Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…
Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
Sandbox: Stacker tool — duplicate objects in a line or arc with StackAlignMode
Stacker Tool — Duplicate Objects in a Line or Arc The Stacker tool clones a selected object N times along a configurable axis with optional rotation and gap. It…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
SpawnPoint and TriggerHurt — spawn locations and damage trigger volumes
SpawnPoint and TriggerHurt in s&box SpawnPoint is a built-in s&box component that marks a world location for player or NPC spawning. uses to find valid spawn lo…