s&box Vector3 extension for aim cone randomization
s&box Vector3 Extension for Aim Cone Randomization This example shows extension methods for adding random spread to Vector3 direction vectors using s&box's Game…
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…
Noclip MoveMode with Collision Toggle
Noclip MoveMode Implementation Custom movement mode for noclip/fly behavior with collision toggle. Key Patterns MoveMode inheritance — override , , priority — 1…
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
Scene lighting setup — DirectionalLight, PointLight, SpotLight, SkyBox, AmbientLight, and Fog
Scene Lighting Setup s&box lighting is built from components. A typical scene needs a directional light (sun), ambient light, and a skybox. Directional Light (S…
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…
CharacterController — capsule movement, ground checks, and velocity control
CharacterController in s&box is a built-in s&box component for capsule-based movement. Unlike , you control velocity directly — the controller handles collision…
Controller Input
Handle gamepad/controller input in s&box. Detecting Controllers Analog Inputs Auto-Mapped Input Haptics/Rumble Motion Controls Local Multiplayer
Sandbox: Duplicator tool — copy, paste, and save contraptions with DuplicationData
Duplicator Tool — Copy, Paste, and Save Contraptions The Duplicator tool copies a contraption (a connected graph of GameObjects) to JSON and pastes it back. It …
Sandbox: BaseWeapon — ammo system, reload, shoot delay, and IPlayerControllable
BaseWeapon — Ammo, Reloading, and Firing Pattern extends and adds ammo management, reloading, and a shoot delay system. It implements so it can also be used fro…
Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon
BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…
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…
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…
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…
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…
Extensible Player Data Save Hooks for World Components
This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…
Ownable Component Pattern for Prop Ownership
Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…
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…
Moving a SceneObject with Transform in s&box
Use to move a SceneObject each frame in s&box. This moves the object forward at 100 units per second. Prefer over direct manipulation of the SceneObject for net…