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…
Editor Shortcuts - s&box Editor Documentation
Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…
Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…
Code Generation - s&box Documentation
Official s&box documentation for Code Generation - compile-time code generation. Code Generation covers the source generator system in s&box. The generator crea…
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
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…
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…
Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
Localization: Multi-Language Token System for UI Text
s&box supports localization via JSON token files. Any displayed string beginning with is treated as a localization token and automatically replaced with the use…
IGameObjectNetworkEvents: Ownership Change and Control Transfer Events
lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…