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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 "clone" 23 results closeClear
menu_bookDocumentation
May 4, 2026

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…

terminalCode Example
May 3, 2026

Prefab Spawning and Cloning

Prefab Spawning and Cloning Prefabs are reusable GameObject templates that can be instantiated at runtime. Creating Prefabs Create a GameObject in the scene wit…

terminalCode Example
May 4, 2026

Sandbox: Stacker tool — duplicate objects in a line or arc with StackAlignMode

Stacker Tool — Duplicate Objects in a Line or Arc The Stacker tool clones a selected object N times along a configurable axis with optional rotation and gap. It…

codeAPI Reference
May 12, 2026

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…

terminalCode Example
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

Prefabs - s&box Documentation

Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns

Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…

menu_bookDocumentation
May 20, 2026

Prefabs: Reusable GameObjects with Runtime Spawning via Clone

A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…

menu_bookDocumentation
May 4, 2026

ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior

ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…

menu_bookDocumentation
May 3, 2026

s&box Cheat Sheet

s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking

menu_bookDocumentation
May 5, 2026

NetworkHelper — quick multiplayer setup with auto-server and player spawning

NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…

menu_bookDocumentation
May 5, 2026

Scene Metadata - s&box Scene Documentation

Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…

menu_bookDocumentation
May 5, 2026

Explore the Engine - s&box Documentation

Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…

terminalCode Example
May 10, 2026

Reusable World-Space Interaction Prompt Framework

A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…

terminalCode Example
May 11, 2026

UIDecal Component - Render Razor UI as a Decal

A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…

menu_bookDocumentation
May 20, 2026

Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data

The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …

terminalCode Example
May 4, 2026

Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn

Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…

menu_bookDocumentation
May 4, 2026

RenderOptions: Game, Overlay, Bloom, AfterUI Render Layers — and Renderer.Attributes for Shader Parameters

RenderOptions: Render Layers for SceneObjects controls which render layers a component's appears in. It's exposed as a property on all subclasses. Render Layers…

menu_bookDocumentation
May 5, 2026

Prefab instance overrides — customizing instances without breaking the prefab link

Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…