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…
GameObject - s&box Documentation
GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…
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…
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
Undo System - s&box Editor Documentation
Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …
Undo System
Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…
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…
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol
s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
Indirect Light Volumes (DDGI) — dynamic global illumination probe grid
Indirect Light Volumes (DDGI) places a probe grid for dynamic global illumination — light bouncing off surfaces tints nearby objects, and sunlight fades natural…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…