Razor Panels: HTML/CSS UI with C# in s&box
s&box UI can be created using Razor syntax — web-like HTML/CSS combined with C#. Panels are not rendered via a HTML renderer; the syntax is a convenience layer …
Components - s&box Documentation
Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
ClothingContainer: Apply, ApplyAsync, CreateFromConnection, RemoveUnownedItems, and Body Group Masking
ClothingContainer: Avatar Dressing System — Apply, CreateFromConnection, and RemoveUnownedItems manages a player's avatar outfit. It handles clothing compatibil…
Sound.Play and SoundHandle: 3D Audio, Volume, Pitch, Occlusion, UI Sounds, and Dedicated Server Behavior
Sound.Play and SoundHandle: Audio Playback in s&box is the static entry point for audio playback. is the returned handle for controlling a playing sound. Playin…
Sync Properties - Complete Networking Guide
Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…
TextRenderer: 3D World Text, TextScope, Localization via # Prefix, Scale vs FontSize, and JsonUpgrader Pattern
TextRenderer: 3D World Text with Localization Support renders text in 3D world space using for font configuration. Basic Usage TextScope The property controls a…
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
Input - s&box Gameplay Documentation
Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…
Code Basics - s&box Documentation
Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…
GameResource Extensions - s&box Assets Documentation
GameResource Extensions Extend GameResource types with additional data. Create extensions that attach to existing resources like models or sounds. Creating a Re…
GameObject - s&box Documentation
GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
Sandbox: CleanupSystem — full scene cleanup and per-player cleanup with Ownable
Sandbox CleanupSystem — Scene Cleanup and Per-Player Cleanup is a that handles cleaning up spawned objects. It distinguishes between "baseline" objects (part of…
Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns
Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…
Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics
Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
Undo System
Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…
Tracing - s&box Physics Documentation
Tracing Tracing (raycasting) is the primary way to query the physics world in s&box. It allows you to cast rays or shapes through the scene to find collisions w…
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…