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…
Custom GameResource assets — defining asset types with ResourceLibrary and PostLoad registry
Custom GameResource Assets lets you define your own asset types with a custom file extension, inspector UI, and hot-reload support. Assets are JSON files under …
RPC-based chat system with avatars and Steam filtering
RPC-Based Chat System with Avatar Support This example shows a complete chat system using Razor, RPC broadcasting, Steam filtering, and avatar display. Key Feat…
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…
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
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…
s&box Hints GameObjectSystem: UI hint queue
Hints GameObjectSystem Example Hints is a GameObjectSystem that manages the display of timed popup hints in the UI. It queues hints with delays and displays the…
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…