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s&box MCP Knowledgebase

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

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "control" in menu_bookDocumentation 121 results closeClear
menu_bookDocumentation
May 5, 2026

Connection Permissions - s&box Networking Documentation

Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…

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 20, 2026

Property Attributes: Inspector Customization for Components and Assets

Property attributes control how Component properties appear in the s&box editor/inspector. They work on both Components and GameResource properties. Layout and …

menu_bookDocumentation
May 20, 2026

PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes

The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…

menu_bookDocumentation
May 20, 2026

Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering

s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…

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 5, 2026

Animation - s&box Documentation

Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…

menu_bookDocumentation
May 5, 2026

Custom Particle Controller - s&box Documentation

Official s&box documentation for the Particle System - visual effects. Particle Effect creates GPU-accelerated visual effects. Custom Particle Controllers scrip…

menu_bookDocumentation
May 4, 2026

FindMode and Component Lookup: GetComponent, GetAll, ComponentList, and Hierarchy Search

FindMode and Component Lookup: GetComponent, GetAll, and ComponentList s&box uses a flags enum to control how component searches traverse the hierarchy. Underst…

menu_bookDocumentation
May 5, 2026

Network visibility — culling networked objects per client with INetworkVisible

Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…

menu_bookDocumentation
May 20, 2026

Network Ownership: Transfer, IsProxy, and Orphaned Modes

Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…

menu_bookDocumentation
May 20, 2026

Network Visibility: Culling and INetworkVisible Interface

Network Visibility controls whether a networked object sends updates (Sync Vars, Transform) to a specific player. By default, all networked objects always trans…

menu_bookDocumentation
May 20, 2026

Playing Sounds: SoundHandle, GameObject.PlaySound, and Audio Components

s&box provides several ways to play sounds: fire-and-forget at a position, controlled via , attached to a , or via scene components. SoundEvent Assets Sounds ar…

menu_bookDocumentation
May 5, 2026

Playing Sounds - s&box Sound Documentation

Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…

menu_bookDocumentation
May 12, 2026

s&box StackAlignMode: Stacker alignment modes

s&box StackAlignMode Enum StackAlignMode is an enum used by the Stacker tool to determine how the stack direction axis is interpreted. It controls whether stack…

menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 3, 2026

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…

menu_bookDocumentation
May 4, 2026

Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude

Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…

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 4, 2026

Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport

Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…