Prefabs - s&box Documentation
Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…
Prefab instance overrides — customizing instances without breaking the prefab link
Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…
Prefab Instance Overrides
Prefab Instance Overrides Customize individual prefab instances without affecting the original or other instances. Types of Overrides Visual Indicators Prefab i…
Prefab Instance Overrides: Property, Component, and GameObject Customization
Prefab instance overrides in s&box allow you to customize individual instances of a prefab without affecting the original or other instances. The instance remem…
Prefab Templates: Adding Custom Prefabs to the s&box Create Menu
s&box Prefab Templates let you add custom prefabs to the GameObject Create menu in the scene editor. Setup Enable "Show In Menu" on a Prefab File in the inspect…
GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
Prefabs: Reusable GameObjects with Runtime Spawning via Clone
A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…
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…
Scene Metadata - s&box Scene Documentation
Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…
Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data
The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …
TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs
The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence
Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…
Component Versioning: JsonUpgrader for Scene and Prefab Migration
s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…
Clutter System: GPU-Instanced Scattering for Grass, Rocks, and Debris
The s&box Clutter System scatters large amounts of small objects (grass, rocks, debris) with GPU-instanced rendering. It handles placement, streaming, and LOD a…
Decal Component: Projected Surface Effects with Random Variety
The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns
Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…
GameResource: Custom Asset Types, PostLoad, PostReload, ResourceLibrary.Get, and Resource Networking
GameResource: Custom Asset Types, PostLoad, and Resource Networking is the base class for all JSON-based assets in s&box (prefabs, scene files, custom assets). …