Razor Panel Structure and Syntax
Razor Panel Structure s&box uses Razor syntax for UI panels with files and optional stylesheets. Basic Panel Component File Structure The Element The element is…
Collision and Triggers
Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…
Undo System - s&box Editor Documentation
Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …
s&box ICleanupEvents: Cleanup event callbacks
ICleanupEvents API Reference ICleanupEvents is an interface for receiving callbacks when the scene is cleaned up (map reset). Type Signature Method - Called aft…
s&box IDefinitionResource: Resource metadata interface
IDefinitionResource API Reference IDefinitionResource is an interface for game resources that have display metadata (title and description). Type Signature Prop…
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…
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…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
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…
Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn
Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…
Post Processing System
Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…
Scene Metadata - s&box Scene Documentation
Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
s&box IKillIcon: Kill feed icon interface
IKillIcon API Reference IKillIcon is an interface for components that can display a kill icon in the kill feed or other UI elements. Type Signature Property - T…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
s&box ISpawnerExtensions: Creating spawner instances
ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
Component Events - s&box Scene Documentation
Component Events Components can broadcast and listen for events. This provides a decoupled way for components to communicate without direct references. Event In…
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…