Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence
Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks
Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
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 …
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
s&box Component Lifecycle: Exact Execution Order and Internal Guards
s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…
Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling
Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, Pre-Spawn Caching, and ClearParameters
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, and Pre-Spawn Caching stores animation parameters in a dictionary and applies them to t…
Sync Properties: Networked State with Change Detection and Collections
The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…
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 …
Physics Triggers: Enter, Exit Events and Polling in s&box
A trigger is a collider that detects when physics objects enter or exit it without blocking movement. Useful for pickup zones, death planes, checkpoints, and ar…
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…
Styling Panels: SCSS, Inline Styles, and Code-Based Styling
s&box panels can be styled using SCSS stylesheets, inline styles, style blocks, or direct code manipulation. The styling system uses CSS-like syntax but is rend…
Particle Effects: CPU-Simulated Programmable Particle System
The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…
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…