HTTP Requests: Async GET, POST, and JSON with the Static Http Class
s&box provides a static class for creating asynchronous HTTP requests (GET, POST, DELETE, etc.) with JSON content and response parsing. URL Restrictions Only or…
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
Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box
s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
s&box Rigidbody Component: Physics Body Reference
s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
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…
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
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…
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…
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-…
Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation
Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…
NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects
NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…
s&box GamePreferences: User preferences
GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…
s&box SnapGrid: World-space snap grid overlay
SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…
GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate
GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …
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…
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…