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s&box MCP Knowledgebase

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

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "property" 313 results closeClear
terminalCode Example
May 5, 2026

Decal component — projecting bullet holes, scorch marks, and surface details

Decal Component — Projecting Surface Marks projects a texture onto surfaces in the world. Use it for bullet holes, blood splats, scorch marks, graffiti, and any…

menu_bookDocumentation
May 5, 2026

Custom Snapshot Data - s&box Networking Documentation

Custom Snapshot Data For advanced networking, you can write and read custom data in network snapshots. This allows efficient synchronization of complex game sta…

terminalCode Example
May 5, 2026

ConVar and ConCmd — console variables and commands with flags and game settings

ConVar and ConCmd — Console Variables and Commands and are s&box attributes for exposing variables and commands to the developer console. Console Commands Conso…

menu_bookDocumentation
May 5, 2026

Styling Panels - s&box UI Documentation

Styling Panels Style your UI panels using SCSS-like stylesheets or direct code styling. Using Stylesheets Create files alongside your files: Or specify a differ…

codeAPI Reference
May 12, 2026

s&box BasePickup: Pickup item base

BasePickup Abstract Class API Reference BasePickup is an abstract Component for items that can be picked up by players. Implements ITriggerListener and ICollisi…

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…

menu_bookDocumentation
May 5, 2026

Storage UGC - s&box Assets Documentation

Storage UGC The Storage system manages user-generated content. Save games, player creations, and share to Steam Workshop. Creating a New Entry Create a storage …

menu_bookDocumentation
May 4, 2026

ConVar and ConCmd: Console Variables and Commands in s&box

ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…

menu_bookDocumentation
May 12, 2026

s&box SnapGrid: World-space snap grid overlay

SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…

codeAPI Reference
May 12, 2026

EmitMode enum

EmitMode Enum Controls how an emitter triggers when controlled via player input in s&box. Values Toggle Press once to turn on, press again to turn off. Hold Emi…

codeAPI Reference
May 12, 2026

Throwable enum

Throwable Enum Types of throwable weapons for s&box viewmodel animation selection. Values HEGrenade - High-explosive grenade SmokeGrenade - Smoke grenade StunGr…

codeAPI Reference
May 12, 2026

TraceAttackInfo record struct

TraceAttackInfo Record Struct Information about a trace-based attack in s&box, used to pass attack data through the weapon system. Properties Target () - The Ga…

codeAPI Reference
May 12, 2026

IDefinitionResource interface

IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …

menu_bookDocumentation
May 5, 2026

Network visibility — culling networked objects per client with INetworkVisible

Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…

groupsCommunity
May 5, 2026

s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling

s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…

menu_bookDocumentation
May 4, 2026

Scene.Load and Scene.LoadFromFile: Loading Scenes, DontDestroyOnLoad, and the Loading Sequence

Scene.Load and Scene.LoadFromFile: Loading Scenes Locally loads a scene file into the current scene. This is a local-only operation — it does not bring other cl…

menu_bookDocumentation
May 12, 2026

s&box ServerSettings: Server-controlled settings

ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …

menu_bookDocumentation
May 4, 2026

IHotloadManaged: Preserving and Restoring State Across s&box Hotloads

IHotloadManaged: Preserving State Across s&box Hotloads When a class is hotloaded in s&box, all live instances are replaced with new instances of the updated ty…

menu_bookDocumentation
May 4, 2026

Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy

Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …

menu_bookDocumentation
May 4, 2026

NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference

NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…