s&box Vector3.WithAimCone: Direction spread
Vector3.WithAimCone Extension Method The WithAimCone extension method adds random spread to a direction vector, useful for bullet spread, projectile dispersion,…
s&box WheelOverlay: Direction arrow overlay
WheelOverlay Static Class WheelOverlay is an internal static class that draws a spinning direction arrow overlay on wheel faces. Used by the Wheel tool to visua…
s&box StackDirection: Stacker tool directions
s&box StackDirection Enum StackDirection is an enum used by the Stacker tool to specify which axis to stack objects along. It defines the six cardinal direction…
Math Types - s&box Documentation
Official s&box documentation for Math Types including Vector3, Rotation, Angles, and related types. Vector3 represents 3D positions and directions with X, Y, Z …
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
s&box ThrowType: Grenade throw distance
ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…
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…
Input - s&box Gameplay Documentation
Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
Controller Input: Analog Sticks, Haptics, Motion Controls, and Local Multiplayer
s&box supports gamepad/controller input with analog sticks, haptics/rumble, motion controls, and local multiplayer. Detecting Controller Check to see if the pla…
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…
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…