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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "entities" in terminalCode Example 20 results closeClear
terminalCode Example
May 3, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars

LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…

terminalCode Example
May 4, 2026

Sandbox: ISpawner interface — custom spawner pattern with ISpawnEvents

ISpawner Interface — Custom Spawner Pattern The interface defines the contract for anything that can be spawned via the spawn menu. Implementations include , , …

terminalCode Example
May 5, 2026

Rendering entities — TextRenderer, LineRenderer, SpriteRenderer, TrailRenderer, and ModelRenderer

Rendering Entities — Text, Line, Sprite, and Trail Renderers s&box provides several lightweight renderer components for common visual needs that don't require a…

terminalCode Example
May 3, 2026

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…

terminalCode Example
May 4, 2026

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,…

terminalCode Example
May 5, 2026

Physics joints — Fixed, Ball, Hinge, Slider, Spring, and Wheel

Physics Joints Joints connect two physics bodies together with constraints. All joint types are components added to a GameObject positioned at the joint's ancho…

terminalCode Example
May 5, 2026

Collider types — Box, Sphere, Capsule, Model, Hull, Plane, and Trigger volumes

Collider Types s&box provides several collider components for physics shapes. All colliders can be set as triggers (no physical response, just overlap detection…

terminalCode Example
May 4, 2026

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 …

terminalCode Example
May 3, 2026

Component Event Interfaces for Tool Interactions

Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …

terminalCode Example
May 3, 2026

NPC Ragdoll Creation with Clothing Preservation

NPC Ragdoll Creation with Clothing Pattern for creating ragdolls from NPCs including clothing preservation and bone merging. Key APIs **** — copies model, mater…

terminalCode Example
May 4, 2026

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…

terminalCode Example
May 5, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings

ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…

terminalCode Example
May 5, 2026

ModelPhysics — ragdolls and per-bone physics simulation

ModelPhysics — Ragdolls and Per-Bone Physics drives physics simulation per bone on a skinned model. Use it for ragdolls, destructible characters, and physics-dr…

terminalCode Example
May 5, 2026

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…

terminalCode Example
May 3, 2026

CleanupSystem Pattern for Map Reset and Scene Management

CleanupSystem - Scene State Management and Map Cleanup A that captures the baseline scene state and allows resetting the map to its original state. Removes spaw…

terminalCode Example
May 3, 2026

BanSystem Pattern for Player Management

BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…

terminalCode Example
May 18, 2026

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…

terminalCode Example
May 4, 2026

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…