Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
Libraries: Reusable Code Packages with Source Sharing
s&box Libraries are self-contained code and asset packages stored in your project's folder. They enable code reuse across multiple projects and can be shared wi…
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…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
Playing Sounds - s&box Sound Documentation
Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…
Razor Components: Reusable UI Fragments with RenderFragment and Generics
Razor Components in s&box allow you to define reusable UI content that can be used inside other razor files. They make panels more agile and composable. Creatin…
ActionGraph - s&box Documentation
Official s&box documentation for the ActionGraph system - visual scripting. ActionGraph provides node-based visual scripting for gameplay logic. Getting Started…
Styling Panels: SCSS, Inline Styles, and Code-Based Styling
s&box panels can be styled using SCSS stylesheets, inline styles, style blocks, or direct code manipulation. The styling system uses CSS-like syntax but is rend…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
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…
Shader Graph - s&box Documentation
Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…
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…
Terrain System — heightmap creation, material painting, and sculpting
Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…
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…