Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
IGameObjectNetworkEvents: Ownership Change and Control Transfer Events
lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference
NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…
Particle Effects: CPU-Simulated Programmable Particle System
The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…
PlayerController: Built-in First/Third Person Controller with Physics, Input, and Camera
The PlayerController component is a first and third person player controller built into s&box. It is physics-based (a special RigidBody) with built-in input, ca…
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…
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
VR Development: Tracked Objects, Controllers, and Hand Input
s&box supports VR development with built-in components for headset tracking, controller input, and hand animation. Enabling VR Editor: Launch with headset conne…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
NavMesh Agent: AI Pathfinding Component with Crowd Control
The s&box NavMeshAgent component moves GameObjects along the NavMesh automatically with built-in crowd control to avoid collisions between agents. Component Set…
Network Ownership: Taking, Dropping, and Transferring Object Control
Networked GameObjects can be owned by a connection. Objects owned by a connection are simulated by that connection — their position and sync variables are contr…
ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior
ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks
IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…
s&box EaseType: Animation easing functions
EaseType Enum Documentation EaseType is an enum that defines easing functions for animated hydraulic movement. It is used by HydraulicEntity to control how the …
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…