s&box ServerSettings: Replicated server-controlled settings
ServerSettings API Reference ServerSettings is a static class for server-controlled settings that are replicated to all clients. Type Signature Example Property…
s&box ScriptedEmitterModel: Model-based emitter resource
ScriptedEmitterModel GameResource API Reference ScriptedEmitterModel is a GameResource for model-based particle/VFX emitters. It implements IDefinitionResource …
s&box BanSystem: Ban list management with persistence
BanSystem API Reference BanSystem is a GameObjectSystem that manages a ban list with LocalData persistence and connection blocking. Type Signature Key Methods -…
s&box PostProcessManager: Post-processing resource management
PostProcessManager API Reference PostProcessManager is a GameObjectSystem that manages post-processing resources with preview, toggle, and camera attachment. Ty…
s&box WaterVolume: Buoyancy physics for water volumes
WaterVolume API Reference WaterVolume is a Component that applies buoyancy physics to Rigidbody objects entering a trigger volume. Type Signature Physics Implem…
s&box BasePickup: Trigger and collision-based pickup system
BasePickup API Reference BasePickup is an abstract Component for creating trigger or collision-based pickups (weapons, ammo, items). Type Signature Required Com…
s&box IKillSource: Kill feed attacker interface
IKillSource Interface API Reference IKillSource is an interface for Components that can appear as an attacker in the kill feed. Implement on Player, Npc, explos…
Components - s&box Documentation
Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …
s&box IToolgunEvent: Toolgun selection interception
IToolgunEvent Interface API Reference IToolgunEvent is an interface for Components that want to intercept toolgun selection attempts. Implement to allow or reje…
s&box IToolActionEvents: Tool action event interface
IToolActionEvents API Reference IToolActionEvents is a scene-wide interface for listening to toolgun actions before and after they execute. Type Signature Actio…
s&box IPhysgunEvent: Physgun grab interception
IPhysgunEvent Interface API Reference IPhysgunEvent is an interface for Components that want to intercept physgun grab attempts. Implement to allow or reject ph…
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…
s&box ISpawner: Spawner interface
ISpawner Interface API Reference ISpawner describes something that can be spawned into the world. Implementations handle their own preview rendering and spawn l…
Hotloading - s&box Documentation
Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…
RPC Messages - s&box Documentation
RPC Messages Components can contain RPCs. An RPC is a function that when called, is called remotely too. Supported RPC arguments are the exact same as Sync prop…
Connection Permissions: CanSpawnObjects and CanRefreshObjects
The host can change permissions for a specific in s&box multiplayer. The ideal place to set these permissions is in the network event callback when a player con…
s&box IResourcePreview: Resource preview interface
IResourcePreview Interface API Reference IResourcePreview is an interface for GameResources that want to enable in-picker previewing. When the user clicks an it…
s&box MetadataAttribute: Resource picker filtering
MetadataAttribute API Reference MetadataAttribute is a reusable property attribute that stores a string tag for resource picker filtering. The editor can read t…
Controller Input: Analog Sticks, Haptics, Motion Controls, and Local Multiplayer
s&box supports gamepad/controller input with analog sticks, haptics/rumble, motion controls, and local multiplayer. Detecting Controller Check to see if the pla…
Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting
Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…