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…
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…
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…
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…
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…
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…
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 …
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…
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…
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…
Throwable enum
Throwable Enum Types of throwable weapons for s&box viewmodel animation selection. Values HEGrenade - High-explosive grenade SmokeGrenade - Smoke grenade StunGr…
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…
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
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…
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…
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…
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 …
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…
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 …
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…