s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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menu_bookDocumentation
May 5, 2026

Texture Generators - s&box Editor Documentation

Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…

terminalCode Example
May 3, 2026

Physics Tracing Code Examples

Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods

menu_bookDocumentation
May 5, 2026

Custom Assets - s&box Documentation

Official s&box documentation for Custom Assets - user-defined resource types. Custom Assets allow defining new asset types for your game. GameResource is the ba…

menu_bookDocumentation
May 5, 2026

NetworkHelper — quick multiplayer setup with auto-server and player spawning

NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…

menu_bookDocumentation
May 4, 2026

Networking State in s&box: IsHost, IsClient, IsActive, and Lobby Management

Networking State in s&box: IsHost, IsClient, IsActive Understanding the networking state is critical for writing correct multiplayer code in s&box. Key Properti…

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 3, 2026

Custom Editors

Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…

menu_bookDocumentation
May 5, 2026

Testing Multiplayer - s&box Networking Documentation

Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…

menu_bookDocumentation
May 20, 2026

Leaderboards: Stat-Based Rankings with Filtering, Centering, and Aggregation

Leaderboards in s&box are stats aggregated and ordered. They use the same stat system and provide filtering, sorting, and centering options. Basic Example By de…

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…

terminalCode Example
May 5, 2026

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…

menu_bookDocumentation
May 3, 2026

ActionGraph - Visual Scripting System

ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…

menu_bookDocumentation
May 3, 2026

VirtualGrid

VirtualGrid Efficient virtualized grid component for large lists in UI. When to Use Use when displaying: Large item lists (100s-1000s) Inventories with many slo…

menu_bookDocumentation
May 20, 2026

Shader Graph Getting Started: Visual Shader Editor in s&box

s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…

menu_bookDocumentation
May 5, 2026

Your First Project - s&box Documentation

Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…

menu_bookDocumentation
May 20, 2026

Dedicated Servers: Installation, Configuration, and Command Line

s&box dedicated servers run headless and can be installed via SteamCMD. They host multiplayer games without requiring the full editor. Installation Install via …

terminalCode Example
May 3, 2026

Component Event Interfaces for Tool Interactions

Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …

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. …