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…
s&box DupeMovement: Duper movement types
s&box DupeMovement Enum DupeMovement is an enum that describes the type of movement a duper contraption is designed for. This metadata helps users understand ho…
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…
NavMesh Agent - s&box Gameplay Documentation
NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…
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…
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…
NavMeshAgent: MoveTo, WishVelocity Pattern, Off-Mesh Links, Area Constraints, and Path Queries
NavMeshAgent: Navigation, WishVelocity, Links, and Path Control is the s&box component for AI navigation using the scene's navmesh. It uses DotRecast (Detour/Cr…
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 …
Component Lifecycle Methods Reference
Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…
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…
Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport
Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…
Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more
Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…
Your First Project - s&box Documentation
Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…
Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More
Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …
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…
Time Utilities: TimeSince, TimeUntil, and Frame-Rate Independence
s&box provides time utilities for cooldowns, countdowns, and frame-rate independent movement without manual bookkeeping. Time.Delta Seconds since last frame. Mu…
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…
Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate
Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…
RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta
RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…
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…