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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 "default" in menu_bookDocumentation 107 results closeClear
menu_bookDocumentation
May 20, 2026

Triggers: Non-Blocking Collision Detection with ITriggerListener

A trigger is a collider that detects when other physics objects enter or exit it without blocking their movement. Useful for pickup zones, death planes, checkpo…

menu_bookDocumentation
May 20, 2026

RPC Messages: Remote Procedure Calls with Broadcast, Owner, and Host Targets

Components can contain RPCs (Remote Procedure Calls). An RPC is a function that when called, is also called remotely on other clients. Broadcast RPC makes a fun…

menu_bookDocumentation
May 20, 2026

PlayerController: Built-in First/Third Person Controller with Physics, Input, and Camera

The PlayerController component is a first and third person player controller built into s&box. It is physics-based (a special RigidBody) with built-in input, ca…

menu_bookDocumentation
May 20, 2026

Leaderboards: Stat-Based Rankings with Filtering, Centering, and Aggregation

Leaderboards in s&box are stats aggregated and ordered. They use the same stat system and provide filtering, sorting, and centering options. Basic Example By de…

menu_bookDocumentation
May 20, 2026

Async Components: Coroutine-Style Async Tasks on the Main Thread

Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines in s&box. Basic Async Fra…

menu_bookDocumentation
May 20, 2026

Razor Panels: HTML/CSS UI with C# in s&box PanelComponent System

s&box Razor Panels use web-like HTML/CSS syntax with C# for UI creation. Panels are rendered natively (not via HTML renderer) — the syntax is a convenience laye…

menu_bookDocumentation
May 20, 2026

Prefab Templates: Adding Custom Prefabs to the s&box Create Menu

s&box Prefab Templates let you add custom prefabs to the GameObject Create menu in the scene editor. Setup Enable "Show In Menu" on a Prefab File in the inspect…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Breaking Property Changes in s&box

s&box Component Versioning lets you define upgraders for breaking changes like property renames or data structure changes. Upgrades are chained — if a component…

menu_bookDocumentation
May 5, 2026

Sync Properties - Complete Networking Guide

Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…

menu_bookDocumentation
May 20, 2026

Input System Overview: Button Queries, Analog Input, and Escape Override

The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…

menu_bookDocumentation
May 4, 2026

NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box

NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…

menu_bookDocumentation
May 4, 2026

s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting

s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…

menu_bookDocumentation
May 5, 2026

Editor Shortcuts - s&box Editor Documentation

Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…

menu_bookDocumentation
May 5, 2026

Custom Editors - s&box Editor Documentation

Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…

menu_bookDocumentation
May 3, 2026

Custom Editors

Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…

menu_bookDocumentation
May 4, 2026

Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation

Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…

menu_bookDocumentation
May 5, 2026

Terrain System — heightmap creation, material painting, and sculpting

Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…

menu_bookDocumentation
May 4, 2026

Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport

Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…

menu_bookDocumentation
May 5, 2026

Execution Order - s&box Documentation

Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…

menu_bookDocumentation
May 4, 2026

Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence

Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…