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
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menu_bookDocumentation
May 20, 2026

Creating Post-Process Effects: BasePostProcess with Volume Blending and Shaders

Create custom post-processing effects in s&box by deriving from . This enables volume-based blending and custom shader rendering. The Component Key Methods GetW…

menu_bookDocumentation
May 4, 2026

Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation

Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…

menu_bookDocumentation
May 4, 2026

SkinnedModelRenderer: Animation Events (Footstep, Sound, Generic, AnimTag) and Sequence Playback

SkinnedModelRenderer Animation Events and Sequence Playback Animation Events exposes callbacks for animation events defined in the model's animation graph or se…

menu_bookDocumentation
May 4, 2026

BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending

BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…

menu_bookDocumentation
May 4, 2026

ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics

ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…

menu_bookDocumentation
May 4, 2026

Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude

Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…

menu_bookDocumentation
May 4, 2026

s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload

s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

Your First Project - s&box Documentation

Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…

menu_bookDocumentation
May 5, 2026

Mapping - s&box Editor Documentation

Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…

menu_bookDocumentation
May 3, 2026

Backend Services - Achievements, Leaderboards, Stats

Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…

menu_bookDocumentation
May 5, 2026

Terrain System — heightmap creation, material painting, and sculpting

Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…

menu_bookDocumentation
May 5, 2026

Playing Sounds - s&box Sound Documentation

Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…

menu_bookDocumentation
May 5, 2026

Reporting Errors - s&box Documentation

Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…

menu_bookDocumentation
May 4, 2026

Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence

Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…

menu_bookDocumentation
May 12, 2026

s&box GamePreferences: User preferences

GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…

menu_bookDocumentation
May 5, 2026

ActionGraph Component Actions - s&box Documentation

ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…

menu_bookDocumentation
May 4, 2026

FixedUpdate Internals: Step Counting, Spiral of Death Prevention, Time.Scope, and ApplyForce vs ApplyImpulse

FixedUpdate Internals: How the Fixed Timestep Works in s&box The s&box fixed update system uses a step-counting approach rather than accumulating time. This is …

menu_bookDocumentation
May 5, 2026

Animation - s&box Documentation

Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…

menu_bookDocumentation
May 4, 2026

ModelRenderer: Body Groups, Material Override, Material Groups, Shadow Modes, and LOD Override

ModelRenderer: Body Groups, Material Override, Shadow Modes, and LOD renders a static (non-skinned) model in the world. It creates a in the . Basic Usage Body G…