HudPainter: Immediate-Mode HUD Drawing in s&box
Each has a property (HudPainter) for immediate-mode drawing onto the screen. More efficient than UI panels since there's no layout, stylesheets, or interactivit…
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…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
Editor Widgets
Editor Widgets Build custom editor UI using Widgets (different from in-game Panels). Creating a Widget Widget as Window Widget as Child Dockable Widget Asset Ed…
Editor Tools
Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…
s&box ISpawnerExtensions: Creating spawner instances
ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…
Video: VideoPlayer Decoding and VideoWriter Encoding with Streaming Support
s&box provides VideoPlayer for decoding video and VideoWriter for encoding video frames. VideoPlayer Decodes video files or URLs, exposing the current frame as …
Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings
Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…
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…
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …
Citizen Characters - s&box Assets Documentation
Citizen Characters The Citizen is s&box's default human character model. It provides a standardized base for player characters, NPCs, and customization through …
Auth Tokens - s&box Services Documentation
Auth Tokens Auth tokens allow your game to authenticate players with external backends. The token proves the player's identity and can be validated against Face…
Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence
Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…
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…
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…
PolygonMesh — procedural block meshes with per-face materials and vertex editing
PolygonMesh — Procedural Block Meshes s&box includes a API for creating and editing meshes at runtime or in editor tools. The editor's block mesh tools use this…
Auth Tokens: Steam Identity Validation for External Services
Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…