GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State
GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …
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…
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…
GameResource Extensions: Appending Data to Existing Assets Without Modification
ResourceExtensions in s&box append additional data to existing GameResources without modifying the original class or assets. Useful for adding properties to Clo…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
File System - s&box Assets Documentation
File System s&box provides several file systems for different purposes - data persistence, mounted content, and organization. File Systems Data File System For …
s&box ThrowType: Grenade throw distance
ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…
DamageInfo: The Standard Damage Payload — Properties, Usage, and Custom Types
DamageInfo: The Standard Damage Payload is a class (not a struct) used to pass damage information between game systems. It is intentionally a class so games can…
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
s&box Throwable: Grenade type enum
Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…
Post Processing System
Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…
Texture Generators - s&box Editor Documentation
Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…
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…
s&box NpcConVars: Global NPC AI settings
NpcConVars Static Class NpcConVars is a static class that defines console variables controlling global NPC AI behavior in s&box. These ConVars can be set via co…
s&box WeaponConVars: Global weapon settings
WeaponConVars Static Class WeaponConVars is a static class that defines console variables controlling global weapon behavior in s&box. These ConVars can be set …
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
s&box Easing Functions: Sandbox.Utility.Easing — Quadratic, Exponential, Bounce, Sine, and CSS-Style Name Lookup
s&box Easing Functions: Sandbox.Utility.Easing for Transitions and Animations provides standard easing functions used throughout s&box's UI system and available…
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…