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…
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…
VirtualGrid — efficiently rendering large scrollable lists in s&box UI
VirtualGrid — Efficiently Rendering Large Lists in UI is a s&box UI panel that virtualizes a large collection — only the visible cells are created in the DOM. S…
Math types — Vector3, Rotation, Angles, Transform, TimeSince, and BBox
Math Types — Vector3, Rotation, Angles, and Transform s&box uses its own math types. Here's a practical reference for the ones you'll use constantly. Vector3 Ro…
Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more
Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
Async tasks in s&box — coroutines, parallel tasks, and frame-by-frame animation
Async Tasks in s&box Components s&box async tasks run on the main thread — they behave like coroutines. Use to yield one frame, to wait, and to run tasks in par…
DebugOverlay — in-game visualization for spheres, lines, text, and traces
DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…
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…
s&box built-in component quick reference — rendering, physics, navigation, UI, and audio
s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…
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…
WorldPanel and ScreenPanel — HUD overlays and 3D world-space UI with Razor PanelComponent
WorldPanel and ScreenPanel — UI in the World s&box UI uses (Razor) attached to either a (HUD overlay) or (3D world-space UI). The same component works with both…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
SpawnPoint and TriggerHurt — spawn locations and damage trigger volumes
SpawnPoint and TriggerHurt in s&box SpawnPoint is a built-in s&box component that marks a world location for player or NPC spawning. uses to find valid spawn lo…
EnvmapProbe — local reflection captures with Static, Dynamic, and OnDemand modes
EnvmapProbe — Reflection Captures in s&box is a built-in s&box component that captures a cubemap at its world position for local specular reflections. The engin…
Scene setup checklist — minimum viable scene with lighting, post-processing, and physics
Scene Setup Checklist for New Projects A quick reference for the components every new s&box scene typically needs. Minimum Viable Scene Lighting Post-Processing…
Rendering entities — TextRenderer, LineRenderer, SpriteRenderer, TrailRenderer, and ModelRenderer
Rendering Entities — Text, Line, Sprite, and Trail Renderers s&box provides several lightweight renderer components for common visual needs that don't require a…
ModelPhysics — ragdolls and per-bone physics simulation
ModelPhysics — Ragdolls and Per-Bone Physics drives physics simulation per bone on a skinned model. Use it for ragdolls, destructible characters, and physics-dr…
NavMesh Areas — blocking and cost-modifying regions for AI pathfinding
NavMesh Areas components modify NavMesh generation and agent pathfinding costs within a defined region. Use them to create no-go zones, water areas, or danger z…
Prefab instance overrides — customizing instances without breaking the prefab link
Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…