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…
s&box Hints GameObjectSystem: UI hint queue
Hints GameObjectSystem Example Hints is a GameObjectSystem that manages the display of timed popup hints in the UI. It queues hints with delays and displays the…
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
SpawnPoint and TriggerHurt — spawn locations and damage trigger volumes
SpawnPoint and TriggerHurt in s&box SpawnPoint is a built-in s&box component that marks a world location for player or NPC spawning. uses to find valid spawn lo…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
WorldPanel and ScreenPanel — HUD overlays and 3D world-space UI with Razor PanelComponent
WorldPanel and ScreenPanel — UI in the World s&box UI uses (Razor) attached to either a (HUD overlay) or (3D world-space UI). The same component works with both…
s&box context menu with submenus and auto-positioning
s&box Context Menu with Submenus and Auto-Positioning This example shows a context menu system using s&box's Panel, Screen, and layout system with submenu build…
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…
Sync Properties for Networked State
Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…
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,…