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 "csharp" in menu_bookDocumentation 331 results closeClear
menu_bookDocumentation
May 12, 2026

s&box ISpawnerExtensions: Creating spawner instances

ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…

menu_bookDocumentation
May 12, 2026

s&box Throwable: Grenade type enum

Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…

menu_bookDocumentation
May 3, 2026

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 …

menu_bookDocumentation
May 20, 2026

Custom Particle Controller: Code-Based Particle Simulation with Threading

The s&box particle system allows custom code-based particle controllers by inheriting from . Add the component to a GameObject with a ParticleEffect to control …

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 Sandbox Security Model: Assembly Whitelist, Blocked APIs, Reflection Restrictions, and Safe Assembly Caching

s&box Sandbox Security Model: Assembly Access Control and Whitelisted APIs s&box uses a whitelist-based security model to prevent game code from accessing dange…

menu_bookDocumentation
May 4, 2026

IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks

IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…

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 12, 2026

s&box ThrowType: Grenade throw distance

ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…

menu_bookDocumentation
May 12, 2026

s&box ServerSettings: Server-controlled settings

ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …

menu_bookDocumentation
May 4, 2026

Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings

Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…

menu_bookDocumentation
May 3, 2026

Particle Effects System

Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…

menu_bookDocumentation
May 12, 2026

s&box EaseType: Animation easing functions

EaseType Enum Documentation EaseType is an enum that defines easing functions for animated hydraulic movement. It is used by HydraulicEntity to control how the …

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 4, 2026

[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…

menu_bookDocumentation
May 3, 2026

Post Processing System

Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…

menu_bookDocumentation
May 4, 2026

NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference

NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…

menu_bookDocumentation
May 20, 2026

WebSockets: External Server Communication with Auth Token Support

s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 4, 2026

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…