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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 20, 2026

SceneTraceResult: All Fields and Properties from Trace Hits

is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern

menu_bookDocumentation
May 20, 2026

NavMesh Agent: AI Pathfinding with Crowd Avoidance

The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…

menu_bookDocumentation
May 20, 2026

WebSocket Connections with Auth Token Authentication in s&box

s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…

menu_bookDocumentation
May 20, 2026

Console Variables and Commands: ConVar and ConCmd with Flags

Console variables () and commands () let you create tweakable settings and runnable commands accessible from the s&box console. Console Commands Static methods …

menu_bookDocumentation
May 20, 2026

Auth Tokens: Steam Identity Validation for External Services

Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…

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…

terminalCode Example
May 5, 2026

Async tasks in s&box — coroutines, parallel tasks, and frame-by-frame animation

Async Tasks in s&box Components s&box async tasks run on the main thread — they behave like coroutines. Use to yield one frame, to wait, and to run tasks in par…

menu_bookDocumentation
May 5, 2026

Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more

Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…

terminalCode Example
May 5, 2026

RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force

RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…

menu_bookDocumentation
May 20, 2026

ISceneStartup: Host and Client Scene Initialization Events

is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …

menu_bookDocumentation
May 20, 2026

Testing Multiplayer: New Instances, Hotloading, and Local Connect

s&box provides built-in tools for testing multiplayer without needing another player. You can spawn additional game instances that join your running session, wi…

menu_bookDocumentation
May 5, 2026

Storage UGC - s&box Assets Documentation

Storage UGC The Storage system manages user-generated content. Save games, player creations, and share to Steam Workshop. Creating a New Entry Create a storage …

menu_bookDocumentation
May 4, 2026

ConVar and ConCmd: Console Variables and Commands in s&box

ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…

menu_bookDocumentation
May 5, 2026

Citizen Characters - s&box Assets Documentation

Citizen Characters The Citizen is s&box's default human character model. It provides a standardized base for player characters, NPCs, and customization through …

menu_bookDocumentation
May 4, 2026

DamageInfo: The Standard Damage Payload — Properties, Usage, and Custom Types

DamageInfo: The Standard Damage Payload is a class (not a struct) used to pass damage information between game systems. It is intentionally a class so games can…

menu_bookDocumentation
May 20, 2026

PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes

The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…

codeAPI Reference
May 12, 2026

EmitMode enum

EmitMode Enum Controls how an emitter triggers when controlled via player input in s&box. Values Toggle Press once to turn on, press again to turn off. Hold Emi…

menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

groupsCommunity
May 5, 2026

s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling

s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…

menu_bookDocumentation
May 4, 2026

Scene.Load and Scene.LoadFromFile: Loading Scenes, DontDestroyOnLoad, and the Loading Sequence

Scene.Load and Scene.LoadFromFile: Loading Scenes Locally loads a scene file into the current scene. This is a local-only operation — it does not bring other cl…