Network visibility — culling networked objects per client with INetworkVisible
Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…
s&box HUD: UI scale factor
HUD Static Class HUD is an internal static class that provides a scale factor for UI elements based on screen resolution. It ensures UI elements scale proportio…
Your First Project - s&box Documentation
Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…
WebSockets - s&box Networking Documentation
WebSockets s&box supports WebSocket connections for real-time communication with external servers. Use for custom networking, persistent data, or integrating wi…
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering
s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
VR Development: Tracked Objects, Controllers, and Hand Input
s&box supports VR development with built-in components for headset tracking, controller input, and hand animation. Enabling VR Editor: Launch with headset conne…
s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…
Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
Sandbox: BanSystem — persistent ban list with INetworkListener.AcceptConnection
Sandbox BanSystem — Persistent Ban List with INetworkListener is a that implements to intercept incoming connections and reject banned players before they join.…
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.…
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…
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…
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…
Cloud Assets: Using sbox.game Models, Textures, and Sounds in Your Project
s&box provides access to a large selection of cloud assets (textures, models, sounds) from sbox.game without manual downloading or mounting. Cloud Browser Drag …
Steam filtering API for user content sanitization
Steam Filtering API in s&box s&box provides Steam filtering APIs to sanitize user-generated content like names and chat messages. This helps prevent profanity, …
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…
NavMeshAgent: MoveTo, WishVelocity Pattern, Off-Mesh Links, Area Constraints, and Path Queries
NavMeshAgent: Navigation, WishVelocity, Links, and Path Control is the s&box component for AI navigation using the scene's navmesh. It uses DotRecast (Detour/Cr…