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…
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…
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…
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
Scenes: Loading, Component Lookup, and GameObject Directory
A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…
NavMesh Agent: AI Pathfinding with Crowd Avoidance
The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…
ISceneStartup: Host and Client Scene Initialization Events
is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …
File System: Sandboxed Virtual Filesystems for Data Persistence
Standard .NET access is restricted in s&box. Instead, use the provided virtual filesystems that sandbox access to specific game directories. Available File Syst…
Exporting Standalone: Royalty-Free Game Distribution via Steam
Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…
ActionGraph: Visual Scripting with Nodes, Links, and Control Flow
ActionGraph is s&box's visual scripting language. Each node describes an action or expression, and links between nodes carry values or signals. No C# coding req…
Exporting Standalone - s&box Documentation
Exporting Standalone ⚠️ Warning: Exporting standalone games is currently in preview. Distribution requires approval from Valve — we're working with them to open…
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…
Storage UGC - s&box Assets Documentation
Storage UGC The Storage system manages user-generated content. Save games, player creations, and share to Steam Workshop. Creating a New Entry Create a storage …