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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 "Protected" in menu_bookDocumentation 65 results closeClear
menu_bookDocumentation
May 4, 2026

Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy

Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …

menu_bookDocumentation
May 5, 2026

Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate

Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…

menu_bookDocumentation
May 20, 2026

Time Utilities: TimeSince, TimeUntil, and Frame-Rate Independence

s&box provides time utilities for cooldowns, countdowns, and frame-rate independent movement without manual bookkeeping. Time.Delta Seconds since last frame. Mu…

menu_bookDocumentation
May 20, 2026

Custom Particle Controller: Code-Based Particle Simulation with Threading

The s&box particle system allows custom code-based particle controllers by inheriting from . Add the component to a GameObject with a ParticleEffect to control …

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Razor Panels: HTML/CSS UI with C# in s&box

s&box UI can be created using Razor syntax — web-like HTML/CSS combined with C#. Panels are not rendered via a HTML renderer; the syntax is a convenience layer …

menu_bookDocumentation
May 12, 2026

BuildHash pattern for Razor panel optimization

BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 3, 2026

Network Ownership System

Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…

menu_bookDocumentation
May 20, 2026

Input System Overview: Button Queries, Analog Input, and Escape Override

The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 5, 2026

Player Controller - s&box Scene Documentation

Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…

menu_bookDocumentation
May 5, 2026

WebSockets - s&box Networking Documentation

WebSockets s&box supports WebSocket connections for real-time communication with external servers. Use for custom networking, persistent data, or integrating wi…

menu_bookDocumentation
May 5, 2026

NavMesh Agent - s&box Gameplay Documentation

NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…

menu_bookDocumentation
May 4, 2026

Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration

Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…

menu_bookDocumentation
May 4, 2026

Networking Static Class: IsHost, IsClient, CreateLobby, Connect, SetData, and Debug Convars

Networking Static Class: IsHost, IsClient, CreateLobby, Connect, and Server Data The static class manages the multiplayer session in s&box. Session State Note: …

menu_bookDocumentation
May 4, 2026

Networking State in s&box: IsHost, IsClient, IsActive, and Lobby Management

Networking State in s&box: IsHost, IsClient, IsActive Understanding the networking state is critical for writing correct multiplayer code in s&box. Key Properti…

menu_bookDocumentation
May 4, 2026

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). …

menu_bookDocumentation
May 4, 2026

Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude

Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…

menu_bookDocumentation
Jun 16, 2026

Building a Networked Radio System with 3D Audio and Sync

Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…