RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
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: 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…
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…
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,…
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…
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: 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…
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 …
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…
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
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
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: Ownable component — prop protection with IPhysgunEvent and IToolgunEvent
Ownable Component — Prop Protection and Physgun/Toolgun Access Control The component tracks which spawned a . It implements and to enforce ownership checks when…
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…
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…