s&box MCP Knowledgebase

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

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Results for "Component" 432 results closeClear
menu_bookDocumentation
May 5, 2026

Getting Started - s&box Documentation

Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …

codeAPI Reference
May 12, 2026

s&box Global.ISpawnEvents: Spawn event callbacks

Global.ISpawnEvents Interface API Reference Global.ISpawnEvents is an interface for Components that want to listen to spawn events across the scene. Implement t…

terminalCode Example
May 12, 2026

IPlayerControllable example: ThrusterEntity

IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …

codeAPI Reference
May 12, 2026

s&box IInspectorEditor: Custom inspector panels

IInspectorEditor Interface API Reference IInspectorEditor is an interface for custom inspector panels that can edit selected GameObjects in the s&box editor. Pa…

codeAPI Reference
May 12, 2026

s&box EmitterEntity: Particle emitter entity

EmitterEntity Component API Reference EmitterEntity is a world-placed SENT that spawns and controls a particle/VFX emitter. The emitter prefab is defined by a S…

terminalCode Example
May 3, 2026

ControlSystem Pattern for Seat/Vehicle Control

ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…

codeAPI Reference
May 12, 2026

s&box IToolActionEvents: Tool action callbacks

IToolActionEvents Interface API Reference IToolActionEvents allows listening to tool actions across the scene. Implement this on a Component to receive callback…

codeAPI Reference
May 12, 2026

BaseCarryable.IEvent interface

BaseCarryable.IEvent Interface Scene event interface for world model lifecycle events on s&box carryable items. Methods OnCreateWorldModel Called when the world…

codeAPI Reference
May 12, 2026

s&box ControlSystem: Chair control management

GameObjectSystem that manages chair control with seat priority sorting. Routes player input to controllable objects using ClientInput.PushScope(). Behavior Sort…

codeAPI Reference
May 12, 2026

s&box BaseNpcLayer: NPC behavior layer base

Abstract base class for NPC behavior layers. Layers provide specific services (navigation, senses, speech) for tasks to use. Properties Methods Usage Inherit fr…

codeAPI Reference
May 12, 2026

s&box LinkedGameObjectBuilder: Connected object collection

Utility class for collecting connected GameObjects. Used by the Duplicator to find all objects that should be included in a duplication. Properties Methods Beha…

menu_bookDocumentation
May 20, 2026

Network Visibility: Culling and INetworkVisible Interface

Network Visibility controls whether a networked object sends updates (Sync Vars, Transform) to a specific player. By default, all networked objects always trans…

terminalCode Example
May 20, 2026

NavMesh Links: Custom Jump and Ladder Traversal for AI Agents

NavMesh Links connect disconnected NavMesh regions (jumps, ladders, teleports). By default agents linearly interpolate between endpoints, but you can implement …

menu_bookDocumentation
May 20, 2026

NavMesh Links: Custom Agent Traversal with Jump, Ladder, and Physics Examples

NavMesh Links in s&box connect disconnected navigation areas, allowing agents to jump, climb ladders, or traverse gaps. Add a NavMeshLink component to a GameObj…

menu_bookDocumentation
May 20, 2026

NavMesh Area Costs and Filters: Weighted Pathfinding and Agent Restrictions

NavMesh Areas in s&box can be used to mark sections as more costly to traverse (e.g. shallow water) or to prevent certain agents from entering specific areas. C…

menu_bookDocumentation
May 20, 2026

RPC Messages: Remote Procedure Calls with Broadcast, Owner, and Host Targets

Components can contain RPCs (Remote Procedure Calls). An RPC is a function that when called, is also called remotely on other clients. Broadcast RPC makes a fun…

menu_bookDocumentation
May 20, 2026

Networked Objects: NetworkSpawn, Interpolation, and Network Modes

Any GameObject can become a networked object by calling on it. It will then be sent to all clients and can have Sync Properties and RPC Messages. Network Mode I…

menu_bookDocumentation
May 20, 2026

Async Components: Coroutine-Style Async Tasks on the Main Thread

Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines in s&box. Basic Async Fra…

menu_bookDocumentation
May 20, 2026

WebSockets: External Server Communication with Auth Token Support

s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…

menu_bookDocumentation
May 20, 2026

Custom Snapshot Data: INetworkSnapshot for s&box Joining Client Data Transfer

s&box Components can write and read custom data during the network snapshot process by implementing . The snapshot is sent to clients when they join a s&box mul…