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…
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…
s&box LocalProps: Built-in prop definitions
LocalProps Static Class LocalProps is a static class that defines hardcoded models that ship with the game and are not available on the workshop. These models a…
s&box StackDirection: Stacker tool directions
s&box StackDirection Enum StackDirection is an enum used by the Stacker tool to specify which axis to stack objects along. It defines the six cardinal direction…
s&box StackAlignMode: Stacker alignment modes
s&box StackAlignMode Enum StackAlignMode is an enum used by the Stacker tool to determine how the stack direction axis is interpreted. It controls whether stack…
s&box PostProcessGroup: Post-process categories
PostProcessGroup Enum Documentation PostProcessGroup is an enum that categorizes post-processing effects for organization in the spawn menu and asset browser. I…
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…
Beams - s&box Rendering Documentation
Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…
NavMesh Areas — blocking and cost-modifying regions for AI pathfinding
NavMesh Areas components modify NavMesh generation and agent pathfinding costs within a defined region. Use them to create no-go zones, water areas, or danger z…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
RPC Messages: Broadcast, Owner, Host with Filtering and Caller Info
Components can contain RPCs — functions that when called locally, are also called remotely. Supported RPC argument types are the same as Sync properties. Basic …
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…
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
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…
Physics Triggers: Enter, Exit Events and Polling in s&box
A trigger is a collider that detects when physics objects enter or exit it without blocking movement. Useful for pickup zones, death planes, checkpoints, and ar…
HudPainter: Immediate-Mode HUD Drawing in s&box
Each has a property (HudPainter) for immediate-mode drawing onto the screen. More efficient than UI panels since there's no layout, stylesheets, or interactivit…
LocalData persistence for server-side data
LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …
s&box Sandbox Security Model: Assembly Whitelist, Blocked APIs, Reflection Restrictions, and Safe Assembly Caching
s&box Sandbox Security Model: Assembly Access Control and Whitelisted APIs s&box uses a whitelist-based security model to prevent game code from accessing dange…
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…
Shader Graph - s&box Documentation
Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…