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 …
Binary Serialization - s&box Documentation
Official s&box documentation for Binary Serialization - efficient data storage. Binary Serialization saves data in compact binary format. The system handles ver…
Media Support - Video and Audio Codecs
Media Support - Video and Audio Codecs Video and audio codec/format support for playback, streaming, and encoding. Video Codecs Recommendation: Use VP9 or AV1 f…
Indirect Light Volumes (DDGI) — dynamic global illumination probe grid
Indirect Light Volumes (DDGI) places a probe grid for dynamic global illumination — light bouncing off surfaces tints nearby objects, and sunlight fades natural…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
Beams - s&box Rendering Documentation
Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…
WebSockets - s&box Networking Documentation
WebSockets s&box supports WebSocket connections for real-time communication with external servers. Use for custom networking, persistent data, or integrating wi…
Video - s&box Media Documentation
Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …
MainThread.Queue: Running Code on the Main Thread from Worker Threads
MainThread.Queue: Running Code on the Main Thread from Worker Threads s&box is single-threaded for game logic. If you have code running on a worker thread (e.g.…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…
Animation - s&box Documentation
Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…
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…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
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…
[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…
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting, NetFlags, and Rpc.FilterInclude/Exclude
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting and Flags s&box RPCs are declared with nested attributes on the static class. The old top-level a…
Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks
Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…
s&box MathX: Remap, LerpInverse, ExponentialDecay, SmoothDamp, SpringDamp, DeltaDegrees, and Unit Conversion
s&box MathX: Math Utility Extensions for Game Development is a static class providing math utilities not in or . Most methods are also extension methods, so you…
TemporaryEffect Component: Auto-Destroy, ITemporaryEffect, BecomeOrphan, and Editor Behavior
TemporaryEffect Component: Auto-Destroy with ITemporaryEffect Support destroys a after a set time, optionally waiting for child effects (particles, sounds) to f…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…