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
Results for "new()" in menu_bookDocumentation 141 results closeClear
menu_bookDocumentation
May 20, 2026

Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data

The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 5, 2026

Texture Generators - s&box Editor Documentation

Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…

menu_bookDocumentation
May 4, 2026

DamageInfo: The Standard Damage Payload — Properties, Usage, and Custom Types

DamageInfo: The Standard Damage Payload is a class (not a struct) used to pass damage information between game systems. It is intentionally a class so games can…

menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 5, 2026

Reporting Errors - s&box Documentation

Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

Binary Serialization: BlobData for Large GameResource Data Storage

When JSON files grow too large in s&box, you can store data as a binary blob using the class. This works with GameResource assets and provides custom serializat…

menu_bookDocumentation
May 5, 2026

Indirect Light Volumes (DDGI) — dynamic global illumination probe grid

Indirect Light Volumes (DDGI) places a probe grid for dynamic global illumination — light bouncing off surfaces tints nearby objects, and sunlight fades natural…

menu_bookDocumentation
May 5, 2026

Explore the Engine - s&box Documentation

Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…

menu_bookDocumentation
May 3, 2026

VR Development

VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…

menu_bookDocumentation
May 4, 2026

NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects

NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…

menu_bookDocumentation
May 12, 2026

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, …

menu_bookDocumentation
May 4, 2026

GameObject.Network Accessor — IsProxy, IsOwner, TakeOwnership, DropOwnership, Refresh, and IGameObjectNetworkEvents

GameObject.Network Accessor — Ownership, Spawning, and Proxy Detection is a that provides all network-related operations for a . It always resolves to the netwo…

menu_bookDocumentation
May 4, 2026

Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns

Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…

menu_bookDocumentation
May 4, 2026

NetworkObject: Ownership, Proxy State, and Automatic Culling

NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …

menu_bookDocumentation
May 4, 2026

Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents

Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …

menu_bookDocumentation
May 3, 2026

VirtualGrid

VirtualGrid Efficient virtualized grid component for large lists in UI. When to Use Use when displaying: Large item lists (100s-1000s) Inventories with many slo…

menu_bookDocumentation
May 4, 2026

SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay

SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…