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 "log" in menu_bookDocumentation 22 results closeClear
menu_bookDocumentation
May 4, 2026

s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload

s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …

menu_bookDocumentation
May 5, 2026

Reporting Errors - s&box Documentation

Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…

menu_bookDocumentation
May 5, 2026

Hotloading — live code reloading, IL fast path, and common pitfalls

Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…

menu_bookDocumentation
May 20, 2026

Hotloading: Live Code Reload Without Editor Restart in s&box

s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…

menu_bookDocumentation
May 20, 2026

Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization

s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …

menu_bookDocumentation
May 4, 2026

Networking State in s&box: IsHost, IsClient, IsActive, and Lobby Management

Networking State in s&box: IsHost, IsClient, IsActive Understanding the networking state is critical for writing correct multiplayer code in s&box. Key Properti…

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

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 5, 2026

Getting Started - s&box Documentation

Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …

menu_bookDocumentation
May 5, 2026

Hotloading - s&box Documentation

Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…

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

s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting

s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…

menu_bookDocumentation
May 3, 2026

s&box Cheat Sheet

s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking

menu_bookDocumentation
May 5, 2026

Testing Multiplayer - s&box Networking Documentation

Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…

menu_bookDocumentation
May 12, 2026

LocalData static class: Server-side data persistence

LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…

menu_bookDocumentation
May 20, 2026

Leaderboard Web API: Public REST Endpoint with Aggregation and Filtering

The s&box leaderboard Web API is publicly accessible for querying player rankings based on stats. Endpoint Parameters stat — stat name to base the leaderboard o…

menu_bookDocumentation
May 20, 2026

Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging

Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components

menu_bookDocumentation
May 20, 2026

Input System Overview: Button Queries, Analog Input, and Escape Override

The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…

menu_bookDocumentation
May 20, 2026

Serverside Code: #if SERVER Blocks and .Server.cs Files for Hidden Logic

s&box supports serverside-only code that is stripped from client builds. This only works when running local projects on dedicated servers. #if SERVER Blocks Cod…

menu_bookDocumentation
May 4, 2026

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…