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…
Hotloading — live code reloading, IL fast path, and common pitfalls
Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…
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…
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…
Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority
GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
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 …
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
s&box Throwable: Grenade type enum
Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…
s&box ThrowType: Grenade throw distance
ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…
Physics Triggers: Enter, Exit Events and Polling in s&box
A trigger is a collider that detects when physics objects enter or exit it without blocking movement. Useful for pickup zones, death planes, checkpoints, and ar…
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…
Scenes: Loading, Component Lookup, and GameObject Directory
A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…
NavMesh Agent: AI Pathfinding with Crowd Avoidance
The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
VirtualGrid: Virtualized Grid Panel for Large Item Collections
is a s&box UI Panel that virtualizes large item collections — only rendering visible cells. If you have thousands of items, it creates only the few on screen an…
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…
Prefabs: Reusable GameObjects with Runtime Spawning via Clone
A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…
Creating Post-Process Effects: BasePostProcess with Volume Blending and Shaders
Create custom post-processing effects in s&box by deriving from . This enables volume-based blending and custom shader rendering. The Component Key Methods GetW…