Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
Editor Widgets
Editor Widgets Build custom editor UI using Widgets (different from in-game Panels). Creating a Widget Widget as Window Widget as Child Dockable Widget Asset Ed…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
Backend Services - Achievements, Leaderboards, Stats
Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…
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…
Component Events - s&box Scene Documentation
Component Events Components can broadcast and listen for events. This provides a decoupled way for components to communicate without direct references. Event In…
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…
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.…
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-…
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
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…
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…
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,…
Editor Tools
Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…
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…
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…
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…
Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns
Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…
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…
s&box CameraComponent: Screen/World Conversion, RenderToTexture, Priority, Viewport, and Oblique Projection
s&box CameraComponent: Screen/World Conversion, RenderToTexture, and Priority wraps a and provides the main rendering configuration for a s&box scene. Every sce…