Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport
Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…
Exporting Standalone - s&box Documentation
Exporting Standalone ⚠️ Warning: Exporting standalone games is currently in preview. Distribution requires approval from Valve — we're working with them to open…
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
Download & Install - s&box Documentation
Download & Install Install Purchase s&box on Steam Install it via your Steam Library Launch s&box Launch After launching s&box, you will be presented with a men…
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting
Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…
Indirect Light Volumes (DDGI) — dynamic global illumination probe grid
Indirect Light Volumes (DDGI) places a probe grid for dynamic global illumination — light bouncing off surfaces tints nearby objects, and sunlight fades natural…
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…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
Testing Multiplayer: Local Multi-Instance Development Workflow
The best way to test multiplayer is having someone join your game, but s&box provides tools for solo testing. Spawning a New Instance Click the network status i…
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…
Testing Multiplayer: New Instances, Hotloading, and Local Connect
s&box provides built-in tools for testing multiplayer without needing another player. You can spawn additional game instances that join your running session, wi…
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…
Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle
Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…
Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering
s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…
Shader Graph Getting Started: Visual Shader Editor in s&box
s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…
Exporting Standalone: Royalty-Free Game Distribution via Steam
Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…