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…
Console Variables and Commands: ConVar and ConCmd with Flags
Console variables () and commands () let you create tweakable settings and runnable commands accessible from the s&box console. Console Commands Static methods …
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…
Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration
Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…
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'…
Video - s&box Media Documentation
Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …
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. …
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…
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…
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…
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…
Input System: Button Queries, AnalogMove, AnalogLook, and Escape Override
Input is accessed using the class in s&box. It provides button state queries, analog stick/mouse values, and escape key handling for game components. Button Que…
Console Variables and Commands: ConVar and ConCmd Runtime Configuration
s&box provides console variables () and console commands () for runtime configuration and debugging. Console Commands Static methods with attribute: Server Comm…
Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle
Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
ISceneStartup: Scene Initialization Events for Host and Client Setup
The event interface in s&box allows Components and GameObjectSystems to listen to scene startup events. These run when pressing play in editor, loading a game, …
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
Input Glyphs: Device-Adaptive Button Icons for UI Hints
Input glyphs in s&box provide an easy way to show users which buttons to press for actions. They automatically adjust for whatever device is being used and retu…
Razor Components: Reusable UI Fragments with RenderFragment and Generics
Razor Components in s&box allow you to define reusable UI content that can be used inside other razor files. They make panels more agile and composable. Creatin…
Raw Input: Direct Keyboard Access Bypassing Input Actions
s&box provides raw keyboard input access that bypasses input actions. Only use this when input actions won't work — raw inputs cannot be rebound by players. Ava…