ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
SceneAnimationSystem: Threaded Animation, Bone Merge Order, Procedural Bones, and Ragdoll Physics Step
SceneAnimationSystem: Threaded Animation Updates and Bone Merge Order drives all animation updates. It runs at (after , before ). Threading Model Animation upda…
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 …
SceneTraceResult: All Fields and Properties from Trace Hits
is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern
Moving a SceneObject with Transform in s&box
Use to move a SceneObject each frame in s&box. This moves the object forward at 100 units per second. Prefer over direct manipulation of the SceneObject for net…
SceneCamera: World-to-Screen, Screen-to-World, Render Hooks, and Camera Properties
SceneCamera: World-to-Screen, Screen-to-World, and Render Hooks is the main camera class in s&box. It wraps a native frustum and provides coordinate conversion,…
Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics
Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…