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…
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…
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…
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…
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…
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…
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 …
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…
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…
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…
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…
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…