Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
Particle Effect - s&box Documentation
Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
Prefabs - s&box Documentation
Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
Network Visibility: Culling and INetworkVisible Interface
Network Visibility controls whether a networked object sends updates (Sync Vars, Transform) to a specific player. By default, all networked objects always trans…
Stats Service: Recording and Reading Player Statistics in s&box
Games can record per-player stats using . Stats can be queried individually, per-player, or globally. Recording Stats Increment a counter: Set a value directly:…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
IsValid Pattern: Safe Null and Destroyed Object Checks
Destroying a or doesn't erase the C# reference — the variable still holds a non-null but dead object. A plain check will pass on destroyed objects, leading to e…
NavMesh Agent: AI Pathfinding with Crowd Avoidance
The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…
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…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
Console Variables and Commands: ConVar and ConCmd with Flags
Console variables () and commands () let you create tweakable settings and runnable commands accessible from the s&box console. Console Commands Static methods …
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…
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 …
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…