Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
Trigger-Based Background Music Crossfade Framework
This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting, NetFlags, and Rpc.FilterInclude/Exclude
RPC Attributes: Rpc.Broadcast, Rpc.Host, Rpc.Owner — Targeting and Flags s&box RPCs are declared with nested attributes on the static class. The old top-level a…
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box
Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…
TemporaryEffect Component: Auto-Destroy, ITemporaryEffect, BecomeOrphan, and Editor Behavior
TemporaryEffect Component: Auto-Destroy with ITemporaryEffect Support destroys a after a set time, optionally waiting for child effects (particles, sounds) to f…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
SkinnedModelRenderer: Animation Events (Footstep, Sound, Generic, AnimTag) and Sequence Playback
SkinnedModelRenderer Animation Events and Sequence Playback Animation Events exposes callbacks for animation events defined in the model's animation graph or se…
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 -…
Physgun Grab State with Permission Checks
Physgun Grab State Pattern Implementation pattern for physgun object grabbing with ownership checks and IPhysgunEvent permissions. Key Features Sync'd GrabState…
Slot-based inventory UI with BuildHash optimization
Slot-Based Inventory UI with BuildHash Optimization This example shows a slot-based inventory UI with BuildHash() optimization to prevent unnecessary rebuilds a…
Drag-and-drop system with static instance pattern
Drag-and-Drop System with Static Instance Pattern This example shows a drag-and-drop system using a static instance pattern for global state management and visu…
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…
s&box TVEntity: Camera feed display
TVEntity Component API Reference TVEntity is a TV screen entity that displays the feed from a linked CameraEntity. Use the Linker tool to connect a Camera to th…
s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
Auth Tokens: Steam Identity Validation for External Services
Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…
Unit Tests: MSTest with Engine Initialization for Component Testing
s&box supports unit testing via a directory in your project. The engine auto-generates a test project when this directory exists (restart editor after creating …