Property Attributes for Editor Inspector
Property Attributes for Editor Inspector Property attributes customize how fields appear and behave in the s&box editor inspector. Organization Attributes Visib…
Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…
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…
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…
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
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…
ConVar and ConCmd: Console Variables and Commands in s&box
ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…
Serverside Code: #if SERVER Blocks and .Server.cs Files for Hidden Logic
s&box supports serverside-only code that is stripped from client builds. This only works when running local projects on dedicated servers. #if SERVER Blocks Cod…
NavMesh Area Costs and Filters: Weighted Pathfinding and Agent Restrictions
NavMesh Areas in s&box can be used to mark sections as more costly to traverse (e.g. shallow water) or to prevent certain agents from entering specific areas. C…
MusicPlayer: Streaming Audio with Visualization and World-Space Positioning
in s&box handles music tracks and streaming audio with programmatic control over playback, positioning, and visualization. For sound effects, use the Sound syst…
ActionGraph: Visual Scripting with Nodes, Links, and Control Flow
ActionGraph is s&box's visual scripting language. Each node describes an action or expression, and links between nodes carry values or signals. No C# coding req…
DecalDefinition: PBR Decal Assets with Color, Normal, and Parallax
A DecalDefinition in s&box holds what a single decal should look like. It describes color, normals, roughness, metalness, ambient occlusion, and optional parall…
PlayerController: Built-in First/Third Person Controller with Physics, Input, and Camera
The PlayerController component is a first and third person player controller built into s&box. It is physics-based (a special RigidBody) with built-in input, ca…
Leaderboards: Stat-Based Rankings with Filtering, Centering, and Aggregation
Leaderboards in s&box are stats aggregated and ordered. They use the same stat system and provide filtering, sorting, and centering options. Basic Example By de…
HTTP Requests: Async GET, POST, and JSON with the Static Http Class
s&box provides a static class for creating asynchronous HTTP requests (GET, POST, DELETE, etc.) with JSON content and response parsing. URL Restrictions Only or…
Testing Multiplayer: Local Multi-Instance Development Workflow
The best way to test multiplayer is having someone join your game, but s&box provides tools for solo testing. Spawning a New Instance Click the network status i…
NavMesh Agent: AI Pathfinding Component with Crowd Control
The s&box NavMeshAgent component moves GameObjects along the NavMesh automatically with built-in crowd control to avoid collisions between agents. Component Set…
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…
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, …
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 …