s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
DisplayInfo: Querying s&box Type and Member Metadata (Title, Icon, Group, Tags)
DisplayInfo: Querying s&box Type and Member Metadata is an s&box struct that aggregates all display-related metadata from attributes on a type or member. The ed…
ControlSystem Pattern for Seat/Vehicle Control
ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…
Sandbox.Ray
Sandbox.Ray Infinite ray for intersection tests. Overview Ray represents an infinite line starting from a point and extending in a direction. Used for raycastin…
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…
GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State
GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…
Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns
Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…
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…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
GameResource: Custom Asset Types, PostLoad, PostReload, ResourceLibrary.Get, and Resource Networking
GameResource: Custom Asset Types, PostLoad, and Resource Networking is the base class for all JSON-based assets in s&box (prefabs, scene files, custom assets). …
GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
Game Resources - s&box Documentation
Official s&box documentation for Game Resources - custom asset types. GameResource allows defining custom asset types that can be created in the editor and load…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
Hotloading — live code reloading, IL fast path, and common pitfalls
Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…
Ownable Component Pattern for Prop Ownership
Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…
Shader Graph - s&box Documentation
Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…
GameObjectSystem - s&box Scene Documentation
GameObjectSystem GameObjectSystems are global systems that operate on groups of GameObjects. Unlike Components which are attached to single GameObjects, systems…
Nameplate Component with Voice Activity
Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …