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…
UIDecal Component - Render Razor UI as a Decal
A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…
Sandbox: ToolMode system — creating custom Tool Gun modes
ToolMode System — Creating Custom Tool Gun Modes is the base class for all Tool Gun tools in Sandbox. Tools are components on the Toolgun and are enabled/disabl…
Storage (UGC)
Manage user-generated content, save games, and player creations. Creating Entries Entry Properties Reading Files Listing Entries Deleting Entries Steam Workshop…
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…
Sandbox: UndoSystem — per-player undo stack with bounded history (128 steps)
UndoSystem — Per-Player Undo Stack The is a that maintains a per-player undo stack. Each entry holds a set of s that get destroyed when the undo is triggered. U…
VirtualGrid — efficiently rendering large scrollable lists in s&box UI
VirtualGrid — Efficiently Rendering Large Lists in UI is a s&box UI panel that virtualizes a large collection — only the visible cells are created in the DOM. S…
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
Randomized Clothing for NPC Citizens using Dresser.Randomize() on Prefabs
Overview This demonstrates how to create NPC citizen prefabs with randomized clothing using the built-in component. Each time the prefab spawns or is enabled, i…
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…
Prefab Spawning and Cloning
Prefab Spawning and Cloning Prefabs are reusable GameObject templates that can be instantiated at runtime. Creating Prefabs Create a GameObject in the scene wit…
Unit tests in s&box — MSTest setup, engine initialization, and component testing
Unit Tests in s&box s&box supports MSTest-based unit tests. Create a directory in your project folder and restart the editor — a test project is generated autom…
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 …
Playing Sounds
Playing Sounds in s&box s&box provides both 2D and 3D sound playback through code and components. Quick Sound Playback Sound Handle Store the handle to control …
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…
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…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
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…
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…
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…