ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
Serverside Code: #if SERVER Blocks and .Server.cs Files for Hidden Logic
s&box supports serverside-only code that is stripped from client builds. This only works when running local projects on dedicated servers. #if SERVER Blocks Cod…
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…
RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta
RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…
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…
GameObjectSystem: Batch Processing and Execution Order Control
A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…
IScenePhysicsEvents: Pre and Post Physics Step Hooks
lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …
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…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
Unit Tests - s&box Documentation
Official s&box documentation for Unit Tests - automated testing. Unit Tests covers writing and running tests for s&box code. Tests can verify component behavior…
Custom Particle Controller - s&box Documentation
Official s&box documentation for the Particle System - visual effects. Particle Effect creates GPU-accelerated visual effects. Custom Particle Controllers scrip…
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
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…
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
Execution Order - s&box Documentation
Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…
Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence
Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…
s&box DamageTags: Damage type constants
DamageTags Static Class DamageTags is a static class that defines constant string tags used for damage type identification in the s&box damage system. These tag…
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…
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…
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…