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…
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…
Nameplate Component with Voice Activity
Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
Sandbox: Physgun — grab, freeze, launch, and pull mechanics
Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…
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: (…
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…
Sandbox: CameraNoiseSystem — screen shake, punch, and recoil with ICameraSetup
CameraNoiseSystem — Screen Shake, Punch, and Recoil Effects is a that implements to apply camera noise effects (shake, punch, recoil) each frame. Effects are in…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
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 …
Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…