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…
Cloud Assets: Referencing and Runtime Mounting from sbox.game
s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…
Testing Multiplayer: New Instances, Hotloading, and Local Connect
s&box provides built-in tools for testing multiplayer without needing another player. You can spawn additional game instances that join your running session, wi…
CodeGenerator: Compile-Time Method and Property Wrapping via Attributes
The attribute in s&box lets you create custom attributes that wrap methods and properties at compile time. This is the mechanism behind properties and — you can…
GameObject: Transform, Tags, Children, and Components
A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …
Prefabs: Reusable GameObjects with Runtime Spawning via Clone
A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…
API Whitelist: Sandboxed Code Restrictions and Safe Alternatives
s&box uses a code whitelist to prevent access to classes and functions that could be used maliciously. Code that doesn't pass these checks will not be loaded in…
Input Glyphs: Device-Adaptive Button Icons for UI Hints
Input glyphs in s&box provide an easy way to show users which buttons to press for actions. They automatically adjust for whatever device is being used and retu…
Dedicated Servers: Running Local Projects with Hidden Serverside Code
s&box dedicated servers can run entirely local projects as the game using the command line argument: Assets are still fetched from the cloud version of the game…
TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs
The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…
GameResource Extensions: Appending Data to Existing Assets Without Modification
ResourceExtensions in s&box append additional data to existing GameResources without modifying the original class or assets. Useful for adding properties to Clo…
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…
UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events
s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…
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…
Standalone Code: Full .NET Access and STANDALONE Constant for Exported Games
When s&box games are exported as standalone builds, they run outside the platform with additional capabilities not available in platform games. STANDALONE Const…
Sync Properties: Automatic Property Replication with [Sync] Attribute
Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…
Network Ownership: Taking, Dropping, and Transferring Object Control
Networked GameObjects can be owned by a connection. Objects owned by a connection are simulated by that connection — their position and sync variables are contr…
Animation System: Animgraph, Skeletal Animation, IK, and Ragdolls
s&box uses Valve's Animgraph system for character animation, providing a powerful node-based animation state machine. Key Features Animgraph — node-based animat…
Async Components: Coroutine-Style Async Tasks on the Main Thread
Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines in s&box. Basic Async Fra…
WebSockets: External Server Communication with Auth Token Support
s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…