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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 "load" in menu_bookDocumentation 76 results closeClear
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

Scene.Load and Scene.LoadFromFile: Loading Scenes, DontDestroyOnLoad, and the Loading Sequence

Scene.Load and Scene.LoadFromFile: Loading Scenes Locally loads a scene file into the current scene. This is a local-only operation — it does not bring other cl…

menu_bookDocumentation
May 4, 2026

ISceneLoadingEvents: Async Scene Load Hooks with BeforeLoad, OnLoad, and AfterLoad

ISceneLoadingEvents: Async Scene Load Hooks Implement on a to hook into the scene loading pipeline. The game waits for async tasks to complete before proceeding…

menu_bookDocumentation
May 4, 2026

Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents

Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …

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 20, 2026

Scenes: Loading, Component Lookup, and GameObject Directory

A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…

menu_bookDocumentation
May 4, 2026

ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks

ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…

menu_bookDocumentation
May 4, 2026

s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol

s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…

menu_bookDocumentation
May 4, 2026

ISceneCollisionEvents, IScenePhysicsEvents, ISceneLoadingEvents — Physics and Loading Callbacks

ISceneCollisionEvents and IScenePhysicsEvents: Physics Callbacks ISceneCollisionEvents Implement this interface on a component to receive collision callbacks. U…

menu_bookDocumentation
May 20, 2026

ISceneStartup: Host and Client Scene Initialization Events

is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …

menu_bookDocumentation
May 20, 2026

Scenes: Loading, Directory Lookups, and Component Queries in s&box

A s&box Scene is a collection of GameObjects. Access the current scene via on any GameObject/Component/Panel, or via . Loading Scenes GameObject Directory Every…

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

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…

menu_bookDocumentation
May 20, 2026

ISceneStartup: Scene Initialization Events for Host and Client Setup

The event interface in s&box allows Components and GameObjectSystems to listen to scene startup events. These run when pressing play in editor, loading a game, …

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

Component Lifecycle Methods Reference

Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…

menu_bookDocumentation
May 4, 2026

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…

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 12, 2026

LocalData persistence for server-side data

LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …

menu_bookDocumentation
May 5, 2026

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…