GameResource: Custom Asset Types, PostLoad, PostReload, ResourceLibrary.Get, and Resource Networking
GameResource: Custom Asset Types, PostLoad, and Resource Networking is the base class for all JSON-based assets in s&box (prefabs, scene files, custom assets). …
Custom Assets - s&box Documentation
Official s&box documentation for Custom Assets - user-defined resource types. Custom Assets allow defining new asset types for your game. GameResource is the ba…
Cloud Assets: Using sbox.game Models, Textures, and Sounds in Your Project
s&box provides access to a large selection of cloud assets (textures, models, sounds) from sbox.game without manual downloading or mounting. Cloud Browser Drag …
Prefabs - s&box Documentation
Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…
Cloud Assets: Referencing and Runtime Mounting from sbox.game
s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…
Custom Assets: GameResource Definition with Inspector and Hotloading
Define custom asset types as in s&box. They provide inspector windows, are hotloaded in-game, and are stored as JSON files with custom extensions. Creating a Cu…
Custom GameResource Assets: Define, Create, and Access Custom Asset Types
Define custom asset types as subclasses. They get a nice inspector window, are hotloaded in-game, and are stored as JSON files with a custom extension. Creating…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
GameResource Extensions - s&box Assets Documentation
GameResource Extensions Extend GameResource types with additional data. Create extensions that attach to existing resources like models or sounds. Creating a Re…
GameResource Extensions: Appending Data to Existing Assets Without Modification
ResourceExtensions in s&box append additional data to existing GameResources without modifying the original class or assets. Useful for adding properties to Clo…
Creating Terrain: Heightmap Setup, World Scale, and Asset Reuse
To add Terrain to your s&box scene, right-click in the Hierarchy and select 3D Object → Terrain. The inspector prompts you to create, import, or link an existin…
Game Mounts: Creating Custom Asset Mounts for External Games
The s&box mount system is extensible — anyone can write a mount to add support for a new game or engine. A mount detects a game's install directory via Steam, s…
Terrain System — heightmap creation, material painting, and sculpting
Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…
Game Resources - s&box Documentation
Official s&box documentation for Game Resources - custom asset types. GameResource allows defining custom asset types that can be created in the editor and load…
Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
Publishing Clothing - s&box Clothing Documentation
Publishing Clothing Publish clothing assets to sbox.game for players to use. Setting up your .Clothing File Create a clothing definition asset: Right-click in A…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
Editor Widgets
Editor Widgets Build custom editor UI using Widgets (different from in-game Panels). Creating a Widget Widget as Window Widget as Child Dockable Widget Asset Ed…
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…
Libraries: Reusable Code Packages with Source Sharing
s&box Libraries are self-contained code and asset packages stored in your project's folder. They enable code reuse across multiple projects and can be shared wi…