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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 "property" in menu_bookDocumentation 164 results closeClear
menu_bookDocumentation
May 20, 2026

File System: Sandboxed Virtual Filesystems for Data Persistence

Standard .NET access is restricted in s&box. Instead, use the provided virtual filesystems that sandbox access to specific game directories. Available File Syst…

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 5, 2026

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…

menu_bookDocumentation
May 20, 2026

Networked Objects: Spawning, Network Modes, and Interpolation

Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …

menu_bookDocumentation
May 4, 2026

Doo: Visual Scripting Tasks — Running, Stopping, and Exposing Methods

Doo: Visual Scripting Tasks on Components is s&box's visual scripting system. A is a serializable list of executable blocks that can be run on a component. It i…

menu_bookDocumentation
May 20, 2026

UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events

s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…

menu_bookDocumentation
May 3, 2026

Network Ownership System

Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Scene and Prefab Migration

s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…

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 3, 2026

VirtualGrid

VirtualGrid Efficient virtualized grid component for large lists in UI. When to Use Use when displaying: Large item lists (100s-1000s) Inventories with many slo…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

TextRenderer: 3D World Text, TextScope, Localization via # Prefix, Scale vs FontSize, and JsonUpgrader Pattern

TextRenderer: 3D World Text with Localization Support renders text in 3D world space using for font configuration. Basic Usage TextScope The property controls a…

menu_bookDocumentation
May 4, 2026

SceneCamera: World-to-Screen, Screen-to-World, Render Hooks, and Camera Properties

SceneCamera: World-to-Screen, Screen-to-World, and Render Hooks is the main camera class in s&box. It wraps a native frustum and provides coordinate conversion,…

menu_bookDocumentation
May 5, 2026

Components - s&box Documentation

Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …

menu_bookDocumentation
May 4, 2026

Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins

Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…

menu_bookDocumentation
May 5, 2026

Game Resources - s&box Documentation

Official s&box documentation for Game Resources - custom asset types. GameResource allows defining custom asset types that can be created in the editor and load…

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 4, 2026

DisplayInfo: Querying s&box Type and Member Metadata (Title, Icon, Group, Tags)

DisplayInfo: Querying s&box Type and Member Metadata is an s&box struct that aggregates all display-related metadata from attributes on a type or member. The ed…

menu_bookDocumentation
May 4, 2026

SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, Pre-Spawn Caching, and ClearParameters

SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, and Pre-Spawn Caching stores animation parameters in a dictionary and applies them to t…