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 …
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 , , …
Sandbox: Ownable component — prop protection with IPhysgunEvent and IToolgunEvent
Ownable Component — Prop Protection and Physgun/Toolgun Access Control The component tracks which spawned a . It implements and to enforce ownership checks when…
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…
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…
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…
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…
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…
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…
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
Sandbox: BaseConstraintToolMode — two-stage constraint creation with IToolActionEvents
BaseConstraintToolMode — Two-Stage Constraint Creation Pattern is the base for all two-point constraint tools (Weld, Rope, BallSocket, Elastic, Hydraulic, NoCol…
Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
CleanupSystem: Map reset and baseline restoration
CleanupSystem: Map Reset and Baseline Restoration This example shows the CleanupSystem which tracks the baseline scene state and allows resetting the map to its…