auto_stories

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 "player" 239 results closeClear
codeAPI Reference
May 12, 2026

s&box PointLightEntity: Controllable point light

PointLightEntity Component API Reference PointLightEntity is a controllable point light that can be toggled and configured via player input. It wraps a PointLig…

menu_bookDocumentation
May 5, 2026

Input - s&box Gameplay Documentation

Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…

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 3, 2026

Sandbox.Log

Sandbox.Log Static logging class for console output. Overview Log messages appear in the editor console, in-game console (press ), and log files. Logging Method…

menu_bookDocumentation
May 12, 2026

s&box EaseType: Animation easing functions

EaseType Enum Documentation EaseType is an enum that defines easing functions for animated hydraulic movement. It is used by HydraulicEntity to control how the …

menu_bookDocumentation
May 20, 2026

Video: VideoPlayer Decoding and VideoWriter Encoding with Streaming Support

s&box provides VideoPlayer for decoding video and VideoWriter for encoding video frames. VideoPlayer Decodes video files or URLs, exposing the current frame as …

terminalCode Example
May 20, 2026

Code Cheat Sheet: Quick Reference for GameObjects, Components, and Transforms

Quick reference for common s&box operations covering debugging, transforms, GameObjects, and Components. Useful when you know what you want to do but not the ex…

groupsCommunity
May 3, 2026

Performance Best Practices

s&box Performance Best Practices Community guide for writing performant s&box code based on engine behavior and developer recommendations. Object Pooling Avoid …

menu_bookDocumentation
May 20, 2026

Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging

Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components

menu_bookDocumentation
May 20, 2026

Sync Properties: Networked State with Change Detection and Collections

The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…

menu_bookDocumentation
May 20, 2026

Scene Tracing: Raycasts, Sphere Traces, and Box Traces

Scenes can be traced against using with a builder pattern. At minimum, traces need a shape, start, and end. You can filter by tags or use your project's collisi…

menu_bookDocumentation
May 20, 2026

Network Ownership: Transfer, IsProxy, and Orphaned Modes

Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…

menu_bookDocumentation
May 20, 2026

Tracing: Scene Traces with Ray, Sphere, and Box Shapes

Scenes can be traced against using with a builder pattern. At minimum, traces need a shape, start, and end position. You can filter by tags or use your project'…

menu_bookDocumentation
May 5, 2026

GameObject - s&box Documentation

GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…

menu_bookDocumentation
May 20, 2026

Sync Properties: Automatic Property Replication with [Sync] Attribute

Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…

menu_bookDocumentation
May 20, 2026

Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor

s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…

menu_bookDocumentation
May 4, 2026

Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents

Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …

menu_bookDocumentation
May 4, 2026

Sandbox: Hydraulic tool — motorized SliderJoint with LineRenderer shaft

Sandbox Hydraulic Tool — Motorized SliderJoint Constraints The Hydraulic tool creates a between two objects with a component that can extend and retract the joi…

menu_bookDocumentation
May 20, 2026

PlayerController: Physics-Based Character with Events Interface

The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…

terminalCode Example
May 3, 2026

Noclip MoveMode with Collision Toggle

Noclip MoveMode Implementation Custom movement mode for noclip/fly behavior with collision toggle. Key Patterns MoveMode inheritance — override , , priority — 1…