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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 "use" in menu_bookDocumentation 278 results closeClear
menu_bookDocumentation
May 3, 2026

Libraries

Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…

menu_bookDocumentation
May 20, 2026

Achievements: Score-Based and Stat-Based Player Unlocks

s&box achievements allow players to unlock rewards with configurable scores. The API lives in . Score Each achievement has a score (5-100). Low values for easy …

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Scene and Prefab Migration

s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…

menu_bookDocumentation
May 20, 2026

Network Visibility: Per-Connection Object Culling with INetworkVisible

Network Visibility controls whether a networked object should be visible (receive ongoing network updates) for a specific player. By default, all networked obje…

menu_bookDocumentation
May 20, 2026

PlayerController: Built-in First/Third Person Controller with Physics, Input, and Camera

The PlayerController component is a first and third person player controller built into s&box. It is physics-based (a special RigidBody) with built-in input, ca…

menu_bookDocumentation
May 20, 2026

GameObjectSystem: Scene-Level Batch Processing Systems in s&box

A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …

menu_bookDocumentation
May 20, 2026

VirtualGrid: Virtualized Grid Panel for Large Item Collections

is a s&box UI Panel that virtualizes large item collections — only rendering visible cells. If you have thousands of items, it creates only the few on screen an…

menu_bookDocumentation
May 20, 2026

Clutter System: GPU-Instanced Scattering for Grass, Rocks, and Debris

The s&box Clutter System scatters large amounts of small objects (grass, rocks, debris) with GPU-instanced rendering. It handles placement, streaming, and LOD a…

menu_bookDocumentation
May 20, 2026

Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization

s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …

menu_bookDocumentation
May 3, 2026

Mapping in s&box

Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …

menu_bookDocumentation
May 3, 2026

Prefab Instance Overrides

Prefab Instance Overrides Customize individual prefab instances without affecting the original or other instances. Types of Overrides Visual Indicators Prefab i…

menu_bookDocumentation
May 20, 2026

PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes

The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…

menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

menu_bookDocumentation
May 20, 2026

Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box

s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…

menu_bookDocumentation
May 20, 2026

Input System: Button Queries, AnalogMove, AnalogLook, and Escape Override

Input is accessed using the class in s&box. It provides button state queries, analog stick/mouse values, and escape key handling for game components. Button Que…

menu_bookDocumentation
May 20, 2026

Platform Chat - Built-in Multiplayer Text Chat System

Built-in text chat for multiplayer games. Messages are routed through the host, validated, filtered, and displayed via the standard overlay UI - no game code re…

menu_bookDocumentation
May 5, 2026

Shader Graph - s&box Documentation

Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…

menu_bookDocumentation
May 4, 2026

ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior

ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…

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

Math Types: Vector3, Rotation, Angles, and Transform

s&box provides several math types for 3D game development in the namespace. Vectors Vector2 — 2D (x, y) for screen/UI Vector3 — 3D (x, y, z) for world positions…