s&box MCP Knowledgebase

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

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menu_bookDocumentation
May 4, 2026

Scene Object Index: How Scene.GetAll Works — Type Hierarchy Indexing, Update Sets, and Hotload Safety

Scene Object Index: How Scene.GetAll<T> Works and Why It's Fast is the primary way to find all active components or systems of a type in the scene. Understandin…

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

SkinnedModelRenderer: Animation Events (Footstep, Sound, Generic, AnimTag) and Sequence Playback

SkinnedModelRenderer Animation Events and Sequence Playback Animation Events exposes callbacks for animation events defined in the model's animation graph or se…

menu_bookDocumentation
May 4, 2026

s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol

s&box SceneNetworkSystem: Scene Loading and Snapshot Protocol is the core networking system that manages scene loading, object spawning, and snapshot synchroniz…

menu_bookDocumentation
May 4, 2026

s&box SpriteRenderer: Billboard Modes, Animation Control, Broadcast Events, and Rendering Options

s&box SpriteRenderer: Animated Sprites, Billboard Modes, and Broadcast Events renders a asset in the s&box world with support for animation, billboarding, and f…

codeAPI Reference
May 4, 2026

s&box DamageInfo: Extensible Damage Data Class and IDamageable Interface

s&box DamageInfo: Extensible Damage Data Class is a class (not a struct) so it can be subclassed for game-specific damage types. Definition Usage IDamageable In…

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. …

codeAPI Reference
May 12, 2026

s&box WaterVolume: Buoyancy physics for water volumes

WaterVolume API Reference WaterVolume is a Component that applies buoyancy physics to Rigidbody objects entering a trigger volume. Type Signature Physics Implem…

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…

menu_bookDocumentation
May 5, 2026

Getting Started - s&box Documentation

Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …

menu_bookDocumentation
May 20, 2026

Hotloading: Live Code Reload Without Editor Restart in s&box

s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…

menu_bookDocumentation
May 5, 2026

Hotloading - s&box Documentation

Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…

menu_bookDocumentation
May 20, 2026

Creating Terrain: Heightmap Setup, World Scale, and Asset Reuse

To add Terrain to your s&box scene, right-click in the Hierarchy and select 3D Object → Terrain. The inspector prompts you to create, import, or link an existin…

menu_bookDocumentation
May 20, 2026

Scenes: Loading, Directory Lookups, and Component Queries in s&box

A s&box Scene is a collection of GameObjects. Access the current scene via on any GameObject/Component/Panel, or via . Loading Scenes GameObject Directory Every…

menu_bookDocumentation
May 20, 2026

Storage UGC: User-Generated Content with Steam Workshop Integration

The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…

codeAPI Reference
May 12, 2026

s&box IResourcePreview: Resource preview interface

IResourcePreview Interface API Reference IResourcePreview is an interface for GameResources that want to enable in-picker previewing. When the user clicks an it…

codeAPI Reference
May 3, 2026

Global.ISpawnEvents Spawn Event Interface

Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…

menu_bookDocumentation
May 20, 2026

Binary Serialization: BlobData for Large GameResource Data Storage

When JSON files grow too large in s&box, you can store data as a binary blob using the class. This works with GameResource assets and provides custom serializat…

terminalCode Example
May 4, 2026

Sandbox: Physgun — grab, freeze, launch, and pull mechanics

Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…

menu_bookDocumentation
May 4, 2026

NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects

NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…