s&box MCP Knowledgebase

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

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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

BulletConfiguration record struct

BulletConfiguration Record Struct Configuration for s&box bullet weapon behavior including damage, spread, and recoil. Properties Damage () - Base damage per bu…

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 4, 2026

FindMode and Component Lookup: GetComponent, GetAll, ComponentList, and Hierarchy Search

FindMode and Component Lookup: GetComponent, GetAll, and ComponentList s&box uses a flags enum to control how component searches traverse the hierarchy. Underst…

menu_bookDocumentation
May 4, 2026

Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management

Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…

menu_bookDocumentation
May 5, 2026

Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate

Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…

menu_bookDocumentation
May 5, 2026

ActionGraph Component Actions - s&box Documentation

ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…

codeAPI Reference
May 12, 2026

s&box MorphState: Morph value persistence

MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …

terminalCode Example
May 5, 2026

Custom editor tools — EditorTool, Gizmo drawing, scene tracing, and overlay UI

Custom Editor Tools Editor tools appear in the s&box toolbar and let you build scene editing workflows — painting, placement, custom gizmos. They must live in a…

menu_bookDocumentation
May 5, 2026

Making a Hat - s&box Clothing Documentation

Making a Hat Step-by-step guide to creating hat clothing for the Citizen character. Making Hats / Headwear Hats are worn on the head and don't need to deform wi…

codeAPI Reference
May 12, 2026

s&box FuncMover: Moving and rotating objects

FuncMover Component API Reference FuncMover is a Component that moves and rotates a GameObject with configurable linear and rotational movement patterns. Type S…

menu_bookDocumentation
May 5, 2026

ActionGraph — visual scripting with action nodes, delegates, and C# integration

ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…

codeAPI Reference
May 12, 2026

s&box TriggerPush: Trigger-based push force

TriggerPush Component API Reference TriggerPush is a Component that pushes objects (players and rigidbodies) that enter its trigger collider. Type Signature Pro…

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

Doo: Visual Scripting Tasks — Running, Stopping, and Exposing Methods

Doo: Visual Scripting Tasks on Components is s&box's visual scripting system. A is a serializable list of executable blocks that can be run on a component. It i…

terminalCode Example
May 10, 2026

Extensible Player Data Save Hooks for World Components

This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…

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

PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration

PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…