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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 "custom" in menu_bookDocumentation 95 results closeClear
menu_bookDocumentation
May 3, 2026

Libraries

Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…

menu_bookDocumentation
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 3, 2026

Backend Services - Achievements, Leaderboards, Stats

Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

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 5, 2026

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.…

menu_bookDocumentation
May 5, 2026

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-…

menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 12, 2026

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…

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 3, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

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 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…