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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 "fixed" 26 results closeClear
groupsCommunity
May 3, 2026

Common Pitfalls and How to Avoid Them

s&box Common Pitfalls and How to Avoid Them Community-compiled list of frequently encountered issues and their solutions, based on Discord support channels and …

menu_bookDocumentation
May 4, 2026

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…

menu_bookDocumentation
May 4, 2026

Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy

Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …

menu_bookDocumentation
May 4, 2026

Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings

Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…

menu_bookDocumentation
May 4, 2026

FixedUpdate Internals: Step Counting, Spiral of Death Prevention, Time.Scope, and ApplyForce vs ApplyImpulse

FixedUpdate Internals: How the Fixed Timestep Works in s&box The s&box fixed update system uses a step-counting approach rather than accumulating time. This is …

menu_bookDocumentation
May 4, 2026

s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression

s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…

menu_bookDocumentation
May 4, 2026

s&box Component Lifecycle: Exact Execution Order and Internal Guards

s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…

menu_bookDocumentation
May 5, 2026

Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate

Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…

menu_bookDocumentation
May 20, 2026

Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box

s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…

menu_bookDocumentation
May 4, 2026

NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box

NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…

terminalCode Example
May 5, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable

ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…

menu_bookDocumentation
May 5, 2026

Clutter System — scattering grass, rocks, and debris with GPU instancing

Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…

terminalCode Example
May 4, 2026

Sandbox: CameraNoiseSystem — screen shake, punch, and recoil with ICameraSetup

CameraNoiseSystem — Screen Shake, Punch, and Recoil Effects is a that implements to apply camera noise effects (shake, punch, recoil) each frame. Effects are in…

terminalCode Example
May 12, 2026

ControlSystem: Vehicle seat control with IPlayerControllable

ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…

menu_bookDocumentation
May 4, 2026

Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence

Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…

menu_bookDocumentation
May 3, 2026

Component Lifecycle Methods Reference

Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…

menu_bookDocumentation
May 4, 2026

GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority

GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…

menu_bookDocumentation
May 4, 2026

RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta

RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…

codeAPI Reference
May 12, 2026

s&box WaterVolume: Water buoyancy

WaterVolume Component API Reference WaterVolume is a Component that applies buoyancy physics to rigidbodies entering a water volume. Implements ITriggerListener…