s&box Rigidbody Component: Physics Body Reference
s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings
ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
s&box DynamiteEntity: Explosive entity
DynamiteEntity Component API Reference DynamiteEntity is a Component that implements IPlayerControllable and IDamageable for an explosive entity. It can be trig…
s&box DamageTags: Damage type constants
DamageTags Static Class DamageTags is a static class that defines constant string tags used for damage type identification in the s&box damage system. These tag…
Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport
Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…
Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon
BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
DynamiteEntity Explosive Entity Pattern
DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…
s&box TriggerPush: Trigger-based push force
TriggerPush Component API Reference TriggerPush is a Component that pushes objects (players and rigidbodies) that enter its trigger collider. Type Signature Pro…
ModelRenderer: Body Groups, Material Override, Material Groups, Shadow Modes, and LOD Override
ModelRenderer: Body Groups, Material Override, Shadow Modes, and LOD renders a static (non-skinned) model in the world. It creates a in the . Basic Usage Body G…
Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
Physgun Grab State with Permission Checks
Physgun Grab State Pattern Implementation pattern for physgun object grabbing with ownership checks and IPhysgunEvent permissions. Key Features Sync'd GrabState…
s&box EmitterEntity: Particle emitter entity
EmitterEntity Component API Reference EmitterEntity is a world-placed SENT that spawns and controls a particle/VFX emitter. The emitter prefab is defined by a S…
Physics joints — Fixed, Ball, Hinge, Slider, Spring, and Wheel
Physics Joints Joints connect two physics bodies together with constraints. All joint types are components added to a GameObject positioned at the joint's ancho…
Hotloading - s&box Documentation
Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…
s&box RollermineNpc: Physics-driven NPC
RollermineNpc Class API Reference RollermineNpc is a physics-driven NPC that chases players, leaps at them, and bounces off dealing damage on contact. Implement…
Razor Panels: HTML/CSS UI with C# in s&box
s&box UI can be created using Razor syntax — web-like HTML/CSS combined with C#. Panels are not rendered via a HTML renderer; the syntax is a convenience layer …
IScenePhysicsEvents: Pre and Post Physics Step Hooks
lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …