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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 "Primary" in menu_bookDocumentation 12 results closeClear
menu_bookDocumentation
May 4, 2026

Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation

Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…

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 3, 2026

Media Support - Video and Audio Codecs

Media Support - Video and Audio Codecs Video and audio codec/format support for playback, streaming, and encoding. Video Codecs Recommendation: Use VP9 or AV1 f…

menu_bookDocumentation
May 4, 2026

Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove

Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…

menu_bookDocumentation
May 4, 2026

GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring

GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…

menu_bookDocumentation
May 4, 2026

s&box CameraComponent: Screen/World Conversion, RenderToTexture, Priority, Viewport, and Oblique Projection

s&box CameraComponent: Screen/World Conversion, RenderToTexture, and Priority wraps a and provides the main rendering configuration for a s&box scene. Every sce…

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 4, 2026

Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins

Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…

menu_bookDocumentation
May 4, 2026

Scene Object Index: How Scene.GetAll Works — Type Hierarchy Indexing, Update Sets, and Hotload Safety

Scene Object Index: How Scene.GetAll<T> Works and Why It's Fast is the primary way to find all active components or systems of a type in the scene. Understandin…

menu_bookDocumentation
May 20, 2026

Math Types: Vector3, Rotation, Angles, and Transform

s&box provides several math types for 3D game development in the namespace. Vectors Vector2 — 2D (x, y) for screen/UI Vector3 — 3D (x, y, z) for world positions…

menu_bookDocumentation
May 5, 2026

Tracing - s&box Physics Documentation

Tracing Tracing (raycasting) is the primary way to query the physics world in s&box. It allows you to cast rays or shapes through the scene to find collisions w…

menu_bookDocumentation
May 20, 2026

Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box

s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…