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…
BulletConfiguration record struct
BulletConfiguration Record Struct Configuration for s&box bullet weapon behavior including damage, spread, and recoil. Properties Damage () - Base damage per bu…
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
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…
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…
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…
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…
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 …
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…
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…
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…
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…
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…
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 …
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…
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…
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 …
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…