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…
Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate
Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…
ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks
ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…
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…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
Razor Panels - s&box Documentation
Official s&box documentation for Razor Panels - the UI layout system. Razor Panels use a familiar HTML-like syntax with C# code-behind for building game interfa…
Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration
Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
RPC Messages - s&box Documentation
RPC Messages Components can contain RPCs. An RPC is a function that when called, is called remotely too. Supported RPC arguments are the exact same as Sync prop…
Connection Permissions: CanSpawnObjects and CanRefreshObjects
The host can change permissions for a specific in s&box multiplayer. The ideal place to set these permissions is in the network event callback when a player con…
GameObjectSystem: Batch Processing and Execution Order Control
A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…
RPC Messages: Broadcast, Owner, Host with Filtering and Caller Info
Components can contain RPCs — functions that when called locally, are also called remotely. Supported RPC argument types are the same as Sync properties. Basic …
Network Events: INetworkListener and INetworkSpawn Interfaces
React to players joining and leaving by implementing or on a component in the scene. INetworkListener Example Spawn a player object when someone joins: INetwork…
Platform Chat: Built-in Text Chat with IChatEvent Filtering
s&box includes a built-in platform chat system for multiplayer games. Messages are routed through the host, validated, filtered via Steam's text filter, and dis…
RPC Messages: Remote Procedure Calls with Broadcast, Owner, and Host Targets
Components can contain RPCs (Remote Procedure Calls). An RPC is a function that when called, is also called remotely on other clients. Broadcast RPC makes a fun…
Network Events: INetworkListener for Player Join, Leave, and Active Callbacks
Implement or on a component to react to players joining and leaving the game. INetworkListener Example Spawn a player object when someone joins: INetworkListene…
GameObjectSystem: Scene-Level Batch Processing Systems in s&box
A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …
Component Interfaces: ExecuteInEditor, ICollisionListener, IDamageable in s&box
s&box provides several Component interfaces for specific purposes: editor execution, collision handling, triggers, damage, and networking. ExecuteInEditor Compo…
Editor - s&box Documentation
Editor The s&box Editor provides a modern interface for building games. Features Asset Previews - Thumbnails for models, materials, textures Custom Editors - Sp…
IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks
IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…