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…
BeamEffect — laser and energy beams between two points
BeamEffect — Laser and Energy Beams renders a beam between two points in the world. Use it for lasers, electricity, tractor beams, or any line-based visual effe…
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
s&box Hints GameObjectSystem: UI hint queue
Hints GameObjectSystem Example Hints is a GameObjectSystem that manages the display of timed popup hints in the UI. It queues hints with delays and displays the…
PolygonMesh — procedural block meshes with per-face materials and vertex editing
PolygonMesh — Procedural Block Meshes s&box includes a API for creating and editing meshes at runtime or in editor tools. The editor's block mesh tools use this…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
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 …
VerletRope — rope physics with attachment, slack, and stiffness
VerletRope simulates rope physics using Verlet integration. The rope hangs from the GameObject's position and optionally attaches its end to another GameObject.…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
Physics joints — Fixed, Ball, Hinge, Slider, Spring, and Wheel
Physics Joints Joints connect two physics bodies together with constraints. All joint types are components added to a GameObject positioned at the joint's ancho…
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…
Sandbox.BBox
Sandbox.BBox Axis-aligned bounding box. Overview BBox represents an axis-aligned box in 3D space. Used for collision, bounds checking, and spatial queries. Crea…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
s&box StackDirection: Stacker tool directions
s&box StackDirection Enum StackDirection is an enum used by the Stacker tool to specify which axis to stack objects along. It defines the six cardinal direction…
s&box StackAlignMode: Stacker alignment modes
s&box StackAlignMode Enum StackAlignMode is an enum used by the Stacker tool to determine how the stack direction axis is interpreted. It controls whether stack…
Playing Sounds - s&box Sound Documentation
Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…
Controller Input
Handle gamepad/controller input in s&box. Detecting Controllers Analog Inputs Auto-Mapped Input Haptics/Rumble Motion Controls Local Multiplayer
s&box PostProcessGroup: Post-process categories
PostProcessGroup Enum Documentation PostProcessGroup is an enum that categorizes post-processing effects for organization in the spawn menu and asset browser. I…