s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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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

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 3, 2026

Editor Tools

Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…

menu_bookDocumentation
May 4, 2026

s&box Source Generator: IUpdateSubscriber, WrappedPropertySet, and How [Sync]/[Rpc.*] Work at Compile Time

s&box Source Generator: How [CodeGenerator] Works for [Sync] and [Rpc.*] The Roslyn source generator transforms your C# code at compile time. Understanding this…

menu_bookDocumentation
May 4, 2026

s&box Component Lifecycle: Exact Execution Order and Internal Guards

s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…

menu_bookDocumentation
May 20, 2026

Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle

Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…

menu_bookDocumentation
May 12, 2026

BuildHash pattern for Razor panel optimization

BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …

menu_bookDocumentation
May 5, 2026

GameObjectSystem — scene-wide systems with stage-ordered execution and static access

GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…

menu_bookDocumentation
May 20, 2026

Component Editor Tools: Selection-Based Scene View UI and Gizmos

Component Editor Tools in s&box are always active when a specific Component is selected. They create UI in the scene view and can override input. An example is …

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 5, 2026

Execution Order - s&box Documentation

Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…

menu_bookDocumentation
May 20, 2026

Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor

s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…

menu_bookDocumentation
Jun 16, 2026

Building a Networked Radio System with 3D Audio and Sync

Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence

Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…

menu_bookDocumentation
May 3, 2026

Post Processing System

Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…

menu_bookDocumentation
May 4, 2026

GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority

GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…