s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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Results for "OnStart()" in menu_bookDocumentation 14 results closeClear
menu_bookDocumentation
May 5, 2026

Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate

Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…

menu_bookDocumentation
May 4, 2026

Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy

Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …

menu_bookDocumentation
May 4, 2026

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…

menu_bookDocumentation
May 5, 2026

Execution Order - s&box Documentation

Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…

menu_bookDocumentation
May 20, 2026

Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle

Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…

menu_bookDocumentation
May 4, 2026

s&box Component Lifecycle: Exact Execution Order and Internal Guards

s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 3, 2026

Component Lifecycle Methods Reference

Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…

menu_bookDocumentation
May 20, 2026

Razor Panels: HTML/CSS UI with C# in s&box PanelComponent System

s&box Razor Panels use web-like HTML/CSS syntax with C# for UI creation. Panels are rendered natively (not via HTML renderer) — the syntax is a convenience laye…

menu_bookDocumentation
May 5, 2026

Code Basics - s&box Documentation

Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 20, 2026

Razor Panels: HTML/CSS UI with C# in s&box

s&box UI can be created using Razor syntax — web-like HTML/CSS combined with C#. Panels are not rendered via a HTML renderer; the syntax is a convenience layer …

menu_bookDocumentation
May 20, 2026

WebSocket Connections with Auth Token Authentication in s&box

s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…

menu_bookDocumentation
May 20, 2026

Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering

s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…