Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…
Connection Permissions: CanSpawnObjects and CanRefreshObjects
The host can change permissions for a specific in s&box multiplayer. The ideal place to set these permissions is in the network event callback when a player con…
Randomized Clothing for NPC Citizens using Dresser.Randomize() on Prefabs
Overview This demonstrates how to create NPC citizen prefabs with randomized clothing using the built-in component. Each time the prefab spawns or is enabled, i…
s&box IInspectorEditor: Custom inspector panels
IInspectorEditor Interface API Reference IInspectorEditor is an interface for custom inspector panels that can edit selected GameObjects in the s&box editor. Pa…
s&box EntitySpawnerEntity: Entity spawner
EntitySpawnerEntity Component API Reference EntitySpawnerEntity is a world-placed SENT that spawns another SENT at its location. Can be triggered manually via p…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
s&box Projectile: Collision-based projectile
Projectile Component API Reference Projectile is a Component that implements ICollisionListener for collision-based projectiles. It destroys itself on collision…
s&box PlayerFallDamage: Fall damage component
PlayerFallDamage Component API Reference PlayerFallDamage is a Component that applies fall damage to the player when they land. It implements Local.IPlayerEvent…
s&box BallSocketPair: Hydraulic ball socket visual
BallSocketPair Component API Reference BallSocketPair is a Component that aligns two ball socket models towards each other and updates a line renderer between t…
Decal Component: Projected Surface Effects with Random Variety
The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…
NavMesh Links: Custom Agent Traversal with Jump, Ladder, and Physics Examples
NavMesh Links in s&box connect disconnected navigation areas, allowing agents to jump, climb ladders, or traverse gaps. Add a NavMeshLink component to a GameObj…
s&box SelfCollisionSound: Single-surface collision sounds
SelfCollisionSound Component API Reference SelfCollisionSound is a Component that plays collision sounds only from this object's surface, preventing duplicate s…
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 WaterVolume: Water buoyancy
WaterVolume Component API Reference WaterVolume is a Component that applies buoyancy physics to rigidbodies entering a water volume. Implements ITriggerListener…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
Collider types — Box, Sphere, Capsule, Model, Hull, Plane, and Trigger volumes
Collider Types s&box provides several collider components for physics shapes. All colliders can be set as triggers (no physical response, just overlap detection…
Networked Objects: NetworkSpawn, Interpolation, and Network Modes
Any GameObject can become a networked object by calling on it. It will then be sent to all clients and can have Sync Properties and RPC Messages. Network Mode I…
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…
Component Interfaces: ExecuteInEditor, ICollisionListener, IDamageable in s&box
s&box provides several Component interfaces for specific purposes: editor execution, collision handling, triggers, damage, and networking. ExecuteInEditor Compo…
ModelPhysics — ragdolls and per-bone physics simulation
ModelPhysics — Ragdolls and Per-Bone Physics drives physics simulation per bone on a skinned model. Use it for ragdolls, destructible characters, and physics-dr…