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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
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menu_bookDocumentation
May 20, 2026

Platform Chat: Built-in Text Chat with IChatEvent Filtering

s&box includes a built-in platform chat system for multiplayer games. Messages are routed through the host, validated, filtered via Steam's text filter, and dis…

menu_bookDocumentation
May 20, 2026

Libraries: Reusable Code Packages with Source Sharing

s&box Libraries are self-contained code and asset packages stored in your project's folder. They enable code reuse across multiple projects and can be shared wi…

menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

menu_bookDocumentation
May 20, 2026

PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes

The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…

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

File System: Sandboxed Virtual Filesystems for Data Persistence

Standard .NET access is restricted in s&box. Instead, use the provided virtual filesystems that sandbox access to specific game directories. Available File Syst…

menu_bookDocumentation
May 20, 2026

Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization

s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …

menu_bookDocumentation
May 20, 2026

Particle Effects: CPU-Simulated Programmable Particle System

The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…

menu_bookDocumentation
May 20, 2026

Clutter System: GPU-Instanced Scattering for Grass, Rocks, and Debris

The s&box Clutter System scatters large amounts of small objects (grass, rocks, debris) with GPU-instanced rendering. It handles placement, streaming, and LOD a…

menu_bookDocumentation
May 20, 2026

VirtualGrid: Virtualized Grid Panel for Large Item Collections

is a s&box UI Panel that virtualizes large item collections — only rendering visible cells. If you have thousands of items, it creates only the few on screen an…

menu_bookDocumentation
May 20, 2026

Testing Multiplayer: New Instances, Hotloading, and Local Connect

s&box provides built-in tools for testing multiplayer without needing another player. You can spawn additional game instances that join your running session, wi…

menu_bookDocumentation
May 20, 2026

Cloud Assets: Referencing and Runtime Mounting from sbox.game

s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…

menu_bookDocumentation
May 20, 2026

ISceneStartup: Host and Client Scene Initialization Events

is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …

menu_bookDocumentation
May 20, 2026

INetworkSnapshot: Custom Binary Data in s&box Network Snapshots

s&box Components can implement to write and read custom binary data during the network snapshot process. When a client joins a server, the snapshot is sent once…

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

Localization: Multi-Language Token System for UI Text

s&box supports localization via JSON token files. Any displayed string beginning with is treated as a localization token and automatically replaced with the use…

menu_bookDocumentation
May 20, 2026

Dedicated Servers: Installation, Configuration, and Command Line

s&box dedicated servers run headless and can be installed via SteamCMD. They host multiplayer games without requiring the full editor. Installation Install via …

menu_bookDocumentation
May 20, 2026

Styling Panels: SCSS, Inline Styles, and Code-Based Styling

s&box panels can be styled using SCSS stylesheets, inline styles, style blocks, or direct code manipulation. The styling system uses CSS-like syntax but is rend…

menu_bookDocumentation
May 20, 2026

IScenePhysicsEvents: Pre and Post Physics Step Hooks

lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …

menu_bookDocumentation
May 20, 2026

Auth Tokens: Steam Identity Validation for External Services

Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…