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 "new()" in menu_bookDocumentation 141 results closeClear
menu_bookDocumentation
May 20, 2026

Sync Properties: Networked State with Change Detection and Collections

The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Custom GameResource Assets: Define, Create, and Access Custom Asset Types

Define custom asset types as subclasses. They get a nice inspector window, are hotloaded in-game, and are stored as JSON files with a custom extension. Creating…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Scene and Prefab Migration

s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…

menu_bookDocumentation
May 20, 2026

Unit Tests: MSTest with Engine Initialization for Component Testing

s&box supports unit testing via a directory in your project. The engine auto-generates a test project when this directory exists (restart editor after creating …

menu_bookDocumentation
May 20, 2026

NetworkHelper: Simplified Multiplayer Setup with Player Spawning

The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…

menu_bookDocumentation
May 20, 2026

Prefab Instance Overrides: Property, Component, and GameObject Customization

Prefab instance overrides in s&box allow you to customize individual instances of a prefab without affecting the original or other instances. The instance remem…

menu_bookDocumentation
May 20, 2026

Game Mounts: Creating Custom Asset Mounts for External Games

The s&box mount system is extensible — anyone can write a mount to add support for a new game or engine. A mount detects a game's install directory via Steam, s…

menu_bookDocumentation
May 20, 2026

Sync Properties: Automatic Property Replication with [Sync] Attribute

Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…

menu_bookDocumentation
May 20, 2026

WebSockets: External Server Communication with Auth Token Support

s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…

menu_bookDocumentation
May 20, 2026

Custom Assets: GameResource Definition with Inspector and Hotloading

Define custom asset types as in s&box. They provide inspector windows, are hotloaded in-game, and are stored as JSON files with custom extensions. Creating a Cu…

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 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 3, 2026

Particle Effects System

Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…

menu_bookDocumentation
May 5, 2026

Scene Metadata - s&box Scene Documentation

Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 4, 2026

Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins

Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…

menu_bookDocumentation
May 4, 2026

Networking Static Class: IsHost, IsClient, CreateLobby, Connect, SetData, and Debug Convars

Networking Static Class: IsHost, IsClient, CreateLobby, Connect, and Server Data The static class manages the multiplayer session in s&box. Session State Note: …

menu_bookDocumentation
May 20, 2026

Tracing: Scene Traces with Ray, Sphere, and Box Shapes

Scenes can be traced against using with a builder pattern. At minimum, traces need a shape, start, and end position. You can filter by tags or use your project'…