s&box ISpawnerExtensions: Creating spawner instances
ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…
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…
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 …
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 …
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…
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…
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…
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…
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…
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 …
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…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
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 …
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…
[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…
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-…
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…
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…
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…
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…