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…
Scenes: Loading, Component Lookup, and GameObject Directory
A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…
s&box MathX: Remap, LerpInverse, ExponentialDecay, SmoothDamp, SpringDamp, DeltaDegrees, and Unit Conversion
s&box MathX: Math Utility Extensions for Game Development is a static class providing math utilities not in or . Most methods are also extension methods, so you…
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
Scenes: Loading, Directory Lookups, and Component Queries in s&box
A s&box Scene is a collection of GameObjects. Access the current scene via on any GameObject/Component/Panel, or via . Loading Scenes GameObject Directory Every…
Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…
Exporting Standalone: Royalty-Free Game Distribution via Steam
Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…
Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude
Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…
Leaderboard Web API: Public REST Endpoint with Aggregation and Filtering
The s&box leaderboard Web API is publicly accessible for querying player rankings based on stats. Endpoint Parameters stat — stat name to base the leaderboard o…
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 …
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
Leaderboards: Stats Aggregation with Country, Date, and Centering Filters
Leaderboards in s&box are stats aggregated and ordered. They use the API. Basic Usage By default, leaderboards aggregate using sum and order descending. Filteri…
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…
ModelRenderer: Body Groups, Material Override, Material Groups, Shadow Modes, and LOD Override
ModelRenderer: Body Groups, Material Override, Shadow Modes, and LOD renders a static (non-skinned) model in the world. It creates a in the . Basic Usage Body G…
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…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting, NetFlags, and Rpc.FilterInclude/Exclude
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting and Flags s&box RPCs are declared with nested attributes on the static class. The old top-level a…
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…
Sound.Play and SoundHandle: 3D Audio, Volume, Pitch, Occlusion, UI Sounds, and Dedicated Server Behavior
Sound.Play and SoundHandle: Audio Playback in s&box is the static entry point for audio playback. is the returned handle for controlling a playing sound. Playin…