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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "bool" 188 results closeClear
terminalCode Example
May 3, 2026

BaseWeapon and BaseCarryable Weapon Framework

BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…

menu_bookDocumentation
May 4, 2026

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode and RequireComponent

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode Reference Components provide convenient lookup methods for finding other compone…

codeAPI Reference
May 12, 2026

s&box FuncMover: Moving and rotating objects

FuncMover Component API Reference FuncMover is a Component that moves and rotates a GameObject with configurable linear and rotational movement patterns. Type S…

codeAPI Reference
May 4, 2026

s&box Game Static Class: Core Game State and Operations

s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …

menu_bookDocumentation
May 4, 2026

GameObject.Network Accessor — IsProxy, IsOwner, TakeOwnership, DropOwnership, Refresh, and IGameObjectNetworkEvents

GameObject.Network Accessor — Ownership, Spawning, and Proxy Detection is a that provides all network-related operations for a . It always resolves to the netwo…

codeAPI Reference
May 12, 2026

s&box Tracer: Projectile trail renderer

Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…

menu_bookDocumentation
May 4, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: Ownable component — prop protection with IPhysgunEvent and IToolgunEvent

Ownable Component — Prop Protection and Physgun/Toolgun Access Control The component tracks which spawned a . It implements and to enforce ownership checks when…

terminalCode Example
May 10, 2026

Extensible Player Data Save Hooks for World Components

This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…

menu_bookDocumentation
May 4, 2026

PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration

PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…

codeAPI Reference
May 20, 2026

Connection API: Properties, Methods, and Common Multiplayer Patterns

The class represents a network connection (client or server). Used extensively in multiplayer for identifying players, checking permissions, and managing networ…

codeAPI Reference
May 4, 2026

s&box TimeSince and TimeUntil: Convenient Time Measurement Structs

s&box TimeSince and TimeUntil: Convenient Time Measurement Structs Both structs use internally and support implicit conversion from /. TimeSince Measures time e…

codeAPI Reference
May 12, 2026

s&box SaveSystem: Scene save/load

SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…

terminalCode Example
May 3, 2026

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…

codeAPI Reference
May 12, 2026

s&box ScriptedEntity: Custom entity GameResource

ScriptedEntity GameResource API Reference ScriptedEntity is a GameResource that defines a spawnable entity with a prefab, used by the spawn menu to create custo…

codeAPI Reference
May 12, 2026

s&box LineDefinition: Trail line resource

LineDefinition GameResource API Reference LineDefinition is a GameResource for trail line definitions used by the Trail tool. It implements IDefinitionResource …

terminalCode Example
May 12, 2026

s&box context menu with submenus and auto-positioning

s&box Context Menu with Submenus and Auto-Positioning This example shows a context menu system using s&box's Panel, Screen, and layout system with submenu build…

codeAPI Reference
May 12, 2026

s&box Ownable: Ownership tracking component

Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…

menu_bookDocumentation
May 5, 2026

Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more

Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…

terminalCode Example
May 10, 2026

s&box JSONObject Save Data Helper for Components

This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…