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 5, 2026

Clothing - s&box Assets Documentation

Clothing The clothing system allows players to customize their Citizen character with various wearable items. Create hats, shirts, pants, accessories, and more.…

menu_bookDocumentation
May 4, 2026

Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport

Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…

menu_bookDocumentation
May 3, 2026

Terrain System

Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …

menu_bookDocumentation
May 20, 2026

Cloud Assets: Referencing and Runtime Mounting from sbox.game

s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…

menu_bookDocumentation
May 20, 2026

Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering

s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…

menu_bookDocumentation
May 20, 2026

Leaderboards: Stats Aggregation with Country, Date, and Centering Filters

Leaderboards in s&box are stats aggregated and ordered. They use the API. Basic Usage By default, leaderboards aggregate using sum and order descending. Filteri…

menu_bookDocumentation
May 4, 2026

Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing

Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…

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 5, 2026

Movie Maker - s&box Documentation

Official s&box documentation for the Movie Maker - cinematic recording and editing. Movie Maker provides tools for creating cinematic sequences and gameplay rec…

menu_bookDocumentation
May 4, 2026

s&box Source Generator: IUpdateSubscriber, WrappedPropertySet, and How [Sync]/[Rpc.*] Work at Compile Time

s&box Source Generator: How [CodeGenerator] Works for [Sync] and [Rpc.*] The Roslyn source generator transforms your C# code at compile time. Understanding this…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

INetworkSnapshot: Custom Binary Data in s&box Network Snapshots

s&box Components can implement to write and read custom binary data during the network snapshot process. When a client joins a server, the snapshot is sent once…

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

MainThread.Queue: Running Code on the Main Thread from Worker Threads

MainThread.Queue: Running Code on the Main Thread from Worker Threads s&box is single-threaded for game logic. If you have code running on a worker thread (e.g.…

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 5, 2026

Video - s&box Media Documentation

Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

WebSockets - s&box Networking Documentation

WebSockets s&box supports WebSocket connections for real-time communication with external servers. Use for custom networking, persistent data, or integrating wi…

menu_bookDocumentation
May 5, 2026

Beams - s&box Rendering Documentation

Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…

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.…