s&box LocalProps: Built-in prop definitions
LocalProps Static Class LocalProps is a static class that defines hardcoded models that ship with the game and are not available on the workshop. These models a…
Sandbox: BaseConstraintToolMode — two-stage constraint creation with IToolActionEvents
BaseConstraintToolMode — Two-Stage Constraint Creation Pattern is the base for all two-point constraint tools (Weld, Rope, BallSocket, Elastic, Hydraulic, NoCol…
Achievements - s&box Services Documentation
Achievements s&box provides an achievements system that integrates with Steam. Achievements can be unlocked automatically based on stats or manually via code. S…
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…
s&box ICameraSetup: Camera setup callbacks
ICameraSetup API Reference ICameraSetup is an interface for receiving callbacks during camera setup, allowing fine-grained control over camera effects before, d…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…
NavMesh Agent - s&box Gameplay Documentation
NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…
Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
s&box AmmoResource: Shared ammo type GameResource
AmmoResource GameResource API Reference AmmoResource is a GameResource that defines a type of ammo that can be shared across weapons. Weapons that reference the…
Custom editor tools — EditorTool, Gizmo drawing, scene tracing, and overlay UI
Custom Editor Tools Editor tools appear in the s&box toolbar and let you build scene editing workflows — painting, placement, custom gizmos. They must live in a…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
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…
s&box ICookieSource: Cookie persistence interface
ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…
Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon
BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…
Unit tests in s&box — MSTest setup, engine initialization, and component testing
Unit Tests in s&box s&box supports MSTest-based unit tests. Create a directory in your project folder and restart the editor — a test project is generated autom…
RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta
RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…
API Whitelist - s&box Security Documentation
API Whitelist s&box uses a whitelist-based security model to prevent game code from accessing dangerous APIs. Only approved assemblies and types are accessible.…
CharacterController — capsule movement, ground checks, and velocity control
CharacterController in s&box is a built-in s&box component for capsule-based movement. Unlike , you control velocity directly — the controller handles collision…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
FindMode and Component Lookup: GetComponent, GetAll, ComponentList, and Hierarchy Search
FindMode and Component Lookup: GetComponent, GetAll, and ComponentList s&box uses a flags enum to control how component searches traverse the hierarchy. Underst…