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…
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
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…
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…
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…
SceneTraceResult: All Fields and Properties from Trace Hits
is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
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…
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…
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…
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…
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…
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…
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…
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…
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 …
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 …
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. …