s&box MCP Knowledgebase

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

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Results for "Connection" in menu_bookDocumentation 73 results closeClear
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 4, 2026

NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference

NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…

menu_bookDocumentation
May 5, 2026

Shader Graph - s&box Documentation

Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…

menu_bookDocumentation
May 5, 2026

Prefabs - s&box Documentation

Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 12, 2026

s&box ServerSettings: Server-controlled settings

ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …

menu_bookDocumentation
May 4, 2026

IHotloadManaged: Preserving and Restoring State Across s&box Hotloads

IHotloadManaged: Preserving State Across s&box Hotloads When a class is hotloaded in s&box, all live instances are replaced with new instances of the updated ty…

menu_bookDocumentation
May 5, 2026

Player Controller - s&box Scene Documentation

Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…

menu_bookDocumentation
May 20, 2026

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 …

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 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

Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor

s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…

menu_bookDocumentation
May 4, 2026

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…