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 …
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…
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 …
Post-processing and camera setup — CameraComponent, PostProcessVolume, Bloom, DoF, and Film Grain
Post-Processing and Camera Setup CameraComponent Orthographic Camera Multiple Cameras (Priority) Higher priority renders on top. Use for split-screen, minimaps,…
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…
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…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
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…