Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
Sound.Play and SoundHandle: 3D Audio, Volume, Pitch, Occlusion, UI Sounds, and Dedicated Server Behavior
Sound.Play and SoundHandle: Audio Playback in s&box is the static entry point for audio playback. is the returned handle for controlling a playing sound. Playin…
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 …
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. …
Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
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…
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 …
Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…
s&box Propeller: Thruster-driven spinner
Propeller Component API Reference Propeller is a Component that spins a target model based on thruster output. The model spins around its local up axis proporti…
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…
Stats Service: Recording and Reading Player Statistics in s&box
Games can record per-player stats using . Stats can be queried individually, per-player, or globally. Recording Stats Increment a counter: Set a value directly:…
Playing Sounds: SoundHandle, GameObject.PlaySound, and Audio Components
s&box provides several ways to play sounds: fire-and-forget at a position, controlled via , attached to a , or via scene components. SoundEvent Assets Sounds ar…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box
s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…
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…
GameObjectSystem - s&box Scene Documentation
GameObjectSystem GameObjectSystems are global systems that operate on groups of GameObjects. Unlike Components which are attached to single GameObjects, systems…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…
Particle Effect - s&box Documentation
Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…
LinkedGameObjectBuilder for Finding Connected Objects
LinkedGameObjectBuilder Utility class for building a set of connected GameObjects by traversing physics joints, constraints, and manual links. Class Definition …
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…