s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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Results for "editor" in menu_bookDocumentation 90 results closeClear
menu_bookDocumentation
May 4, 2026

Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More

Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …

menu_bookDocumentation
May 20, 2026

Hotloading: Live Code Reload Without Editor Restart in s&box

s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…

menu_bookDocumentation
May 20, 2026

Shader Graph Getting Started: Visual Shader Editor in s&box

s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…

menu_bookDocumentation
May 5, 2026

Testing Multiplayer - s&box Networking Documentation

Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…

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 5, 2026

Clutter System — scattering grass, rocks, and debris with GPU instancing

Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…

menu_bookDocumentation
May 4, 2026

s&box Component Lifecycle: Exact Execution Order and Internal Guards

s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…

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 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 20, 2026

API Whitelist: Sandboxed Code Restrictions and Safe Alternatives

s&box uses a code whitelist to prevent access to classes and functions that could be used maliciously. Code that doesn't pass these checks will not be loaded in…

menu_bookDocumentation
May 4, 2026

s&box SpriteRenderer: Billboard Modes, Animation Control, Broadcast Events, and Rendering Options

s&box SpriteRenderer: Animated Sprites, Billboard Modes, and Broadcast Events renders a asset in the s&box world with support for animation, billboarding, and f…

menu_bookDocumentation
May 5, 2026

Hotloading - s&box Documentation

Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…

menu_bookDocumentation
May 4, 2026

Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible

Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…

menu_bookDocumentation
May 5, 2026

Undo System - s&box Editor Documentation

Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …

menu_bookDocumentation
May 20, 2026

Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor

s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…

menu_bookDocumentation
May 12, 2026

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 …

menu_bookDocumentation
May 4, 2026

SkinnedModelRenderer: Bone Merge, Animation Parameters, Sequences, Attachments, and Animation Events

SkinnedModelRenderer: Bone Merge, Animation Parameters, and Attachments extends for models with bones and animations. It integrates with the for threaded animat…

menu_bookDocumentation
May 5, 2026

Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more

Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…

menu_bookDocumentation
May 3, 2026

Shaders in s&box - HLSL and Shading Models

Shaders in s&box - HLSL and Shading Models Write custom shaders in HLSL with Source 2's shading models, render states, and GPU instancing support. Shader Develo…

menu_bookDocumentation
May 3, 2026

Undo System

Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…