Scene Tracing: Raycasts, Sphere Traces, and Box Traces
Scenes can be traced against using with a builder pattern. At minimum, traces need a shape, start, and end. You can filter by tags or use your project's collisi…
Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics
Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…
Tracing: Scene Traces with Ray, Sphere, and Box Shapes
Scenes can be traced against using with a builder pattern. At minimum, traces need a shape, start, and end position. You can filter by tags or use your project'…
Tracing - s&box Physics Documentation
Tracing Tracing (raycasting) is the primary way to query the physics world in s&box. It allows you to cast rays or shapes through the scene to find collisions w…
PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes
The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…