IPlayerControllable example: ThrusterEntity
IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …
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 …
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
DynamiteEntity Explosive Entity Pattern
DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…
Sandbox: NPC system — Schedule, Task, and Layer architecture
NPC System — Schedule, Task, and Layer Architecture The Sandbox NPC system uses a layered architecture: Layers handle continuous behaviours (navigation, senses,…
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…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
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 …
Physgun Grab State with Permission Checks
Physgun Grab State Pattern Implementation pattern for physgun object grabbing with ownership checks and IPhysgunEvent permissions. Key Features Sync'd GrabState…
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…
Drag-and-drop system with static instance pattern
Drag-and-Drop System with Static Instance Pattern This example shows a drag-and-drop system using a static instance pattern for global state management and visu…
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…
BanSystem Pattern for Player Management
BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…
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…
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 …