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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 "gameobject" in menu_bookDocumentation 146 results closeClear
menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

Particle Effect - s&box Documentation

Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…

menu_bookDocumentation
May 20, 2026

GameObjectSystem: Scene-Level Batch Processing Systems in s&box

A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …

menu_bookDocumentation
May 20, 2026

GameObjectSystem: Batch Processing and Execution Order Control

A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…

menu_bookDocumentation
May 5, 2026

GameObjectSystem — scene-wide systems with stage-ordered execution and static access

GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…

menu_bookDocumentation
May 4, 2026

GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State

GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …