Storage (UGC)
Manage user-generated content, save games, and player creations. Creating Entries Entry Properties Reading Files Listing Entries Deleting Entries Steam Workshop…
Custom GameResource assets — defining asset types with ResourceLibrary and PostLoad registry
Custom GameResource Assets lets you define your own asset types with a custom file extension, inspector UI, and hot-reload support. Assets are JSON files under …
Razor Panel Structure and Syntax
Razor Panel Structure s&box uses Razor syntax for UI panels with files and optional stylesheets. Basic Panel Component File Structure The Element The element is…
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…
Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn
Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…
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 …
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 …