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: (…
VerletRope — rope physics with attachment, slack, and stiffness
VerletRope simulates rope physics using Verlet integration. The rope hangs from the GameObject's position and optionally attaches its end to another GameObject.…
Physics joints — Fixed, Ball, Hinge, Slider, Spring, and Wheel
Physics Joints Joints connect two physics bodies together with constraints. All joint types are components added to a GameObject positioned at the joint's ancho…
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…
BeamEffect — laser and energy beams between two points
BeamEffect — Laser and Energy Beams renders a beam between two points in the world. Use it for lasers, electricity, tractor beams, or any line-based visual effe…
s&box context menu with submenus and auto-positioning
s&box Context Menu with Submenus and Auto-Positioning This example shows a context menu system using s&box's Panel, Screen, and layout system with submenu build…
s&box DemoRecording with DefaultMovieRecorderOptions
s&box DemoRecording with DefaultMovieRecorderOptions This example shows how to configure s&box's MovieRecorder system using the [DefaultMovieRecorderOptions] at…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
Physics Tracing Code Examples
Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods
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…
Working with Models and Rendering
Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…
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…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…