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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 "point" in menu_bookDocumentation 62 results closeClear
menu_bookDocumentation
May 20, 2026

Navigation: Recast NavMesh Generation and Pathfinding in s&box

s&box implements Recast Navigation (the industry standard used in Unreal, Unity, and Godot) for navmesh generation and navigation agents. What is a NavMesh? A s…

menu_bookDocumentation
May 20, 2026

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 …

menu_bookDocumentation
May 20, 2026

Shader Graph Getting Started: Visual Shader Editor in s&box

s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Breaking Property Changes in s&box

s&box Component Versioning lets you define upgraders for breaking changes like property renames or data structure changes. Upgrades are chained — if a component…

menu_bookDocumentation
May 5, 2026

Code Basics - s&box Documentation

Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…

menu_bookDocumentation
May 12, 2026

LocalData persistence for server-side data

LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …

menu_bookDocumentation
May 3, 2026

Shaders in s&box - HLSL and Shading Models

Shaders in s&box - HLSL and Shading Models Write custom shaders in HLSL with Source 2's shading models, render states, and GPU instancing support. Shader Develo…

menu_bookDocumentation
May 3, 2026

Backend Services - Achievements, Leaderboards, Stats

Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…

menu_bookDocumentation
May 3, 2026

Decals in s&box

Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

Sandbox: CleanupSystem — full scene cleanup and per-player cleanup with Ownable

Sandbox CleanupSystem — Scene Cleanup and Per-Player Cleanup is a that handles cleaning up spawned objects. It distinguishes between "baseline" objects (part of…

menu_bookDocumentation
May 4, 2026

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride by Tag, Per-Index Materials Accessor, and Attachments

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride, and Materials Accessor provides several ways to override materials on a model. Global M…

menu_bookDocumentation
May 5, 2026

Clothing - s&box Assets Documentation

Clothing The clothing system allows players to customize their Citizen character with various wearable items. Create hats, shirts, pants, accessories, and more.…

menu_bookDocumentation
May 5, 2026

Clutter System — scattering grass, rocks, and debris with GPU instancing

Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…

menu_bookDocumentation
May 5, 2026

Terrain System — heightmap creation, material painting, and sculpting

Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…

menu_bookDocumentation
May 4, 2026

Sandbox: BanSystem — persistent ban list with INetworkListener.AcceptConnection

Sandbox BanSystem — Persistent Ban List with INetworkListener is a that implements to intercept incoming connections and reject banned players before they join.…

menu_bookDocumentation
May 4, 2026

Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence

Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…

menu_bookDocumentation
May 4, 2026

FileSystem: Mounted, Data, OrganizationData, Cache, and Memory Filesystems

FileSystem: Accessing Game Files in s&box s&box provides several filesystem access points through the static class. Available Filesystems Reading and Writing Fi…

menu_bookDocumentation
May 5, 2026

GameObjectSystem — scene-wide systems with stage-ordered execution and static access

GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…

menu_bookDocumentation
May 12, 2026

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…