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 "contain" in menu_bookDocumentation 29 results closeClear
menu_bookDocumentation
May 5, 2026

Hotloading - s&box Documentation

Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…

menu_bookDocumentation
May 20, 2026

VirtualGrid: Virtualized Grid Panel for Large Item Collections

is a s&box UI Panel that virtualizes large item collections — only rendering visible cells. If you have thousands of items, it creates only the few on screen an…

menu_bookDocumentation
May 5, 2026

GameObject - s&box Documentation

GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…

menu_bookDocumentation
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

Scene Metadata - s&box Scene Documentation

Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…

menu_bookDocumentation
May 5, 2026

Prefab instance overrides — customizing instances without breaking the prefab link

Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…

menu_bookDocumentation
May 5, 2026

Video - s&box Media Documentation

Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …

menu_bookDocumentation
May 4, 2026

ConVar and ConCmd: Console Variables and Commands in s&box

ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

RPC Security: How s&box Validates Incoming RPCs — Attribute Check, Permission Flags, Kick on Unauthorized

RPC Security: How s&box Validates Incoming RPCs Understanding how s&box validates incoming RPCs is important for writing secure multiplayer code. Validation Ste…

menu_bookDocumentation
May 4, 2026

[Change] Attribute: Callbacks When Properties Change — Works with [Sync] and [ConVar], Priority, and All-Client Firing

[Change] Attribute: Callbacks When Properties Change The attribute invokes a method whenever a property's value changes. It works with any property but is espec…

menu_bookDocumentation
May 4, 2026

ClothingContainer: Apply, ApplyAsync, CreateFromConnection, RemoveUnownedItems, and Body Group Masking

ClothingContainer: Avatar Dressing System — Apply, CreateFromConnection, and RemoveUnownedItems manages a player's avatar outfit. It handles clothing compatibil…

menu_bookDocumentation
May 4, 2026

BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending

BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…

menu_bookDocumentation
May 5, 2026

RPC Messages - s&box Documentation

RPC Messages Components can contain RPCs. An RPC is a function that when called, is called remotely too. Supported RPC arguments are the exact same as Sync prop…

menu_bookDocumentation
May 20, 2026

RPC Messages: Broadcast, Owner, Host with Filtering and Caller Info

Components can contain RPCs — functions that when called locally, are also called remotely. Supported RPC argument types are the same as Sync properties. Basic …

menu_bookDocumentation
May 20, 2026

Auth Tokens: Steam Identity Validation for External Services

Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Scene and Prefab Migration

s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

GameObject: Transform, Tags, Children, and Components

A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …