Prefab Instance Overrides: Property, Component, and GameObject Customization
Prefab instance overrides in s&box allow you to customize individual instances of a prefab without affecting the original or other instances. The instance remem…
Code Basics - s&box Documentation
Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…
Console Variables - s&box Documentation
Official s&box documentation for Console Variables (ConVar) and Console Commands (ConCmd). ConVar creates variables that can be modified through the console and…
Testing Multiplayer - s&box Networking Documentation
Testing Multiplayer s&box provides tools for testing multiplayer locally without needing multiple computers or Steam accounts. New Instance Launch a second game…
Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling
Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…
Network Ownership System
Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
s&box BaseToggle: Toggle state base class
Abstract base class for toggle state with [Sync] support and event callbacks. Properties Methods Usage Inherit from this class for any component that needs a sy…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
Collider Component: Triggers, Surface Properties, Keyframe Bodies, Concave Shapes, and Tag Propagation
Collider Component: Triggers, Surface Properties, and Keyframe Bodies The abstract base class is the foundation for all physics colliders in s&box (, , , , ). T…
Performance Best Practices
s&box Performance Best Practices Community guide for writing performant s&box code based on engine behavior and developer recommendations. Object Pooling Avoid …
s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
Publishing Clothing - s&box Clothing Documentation
Publishing Clothing Publish clothing assets to sbox.game for players to use. Setting up your .Clothing File Create a clothing definition asset: Right-click in A…
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…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…
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 …
SceneAnimationSystem: Threaded Animation, Bone Merge Order, Procedural Bones, and Ragdoll Physics Step
SceneAnimationSystem: Threaded Animation Updates and Bone Merge Order drives all animation updates. It runs at (after , before ). Threading Model Animation upda…
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…
Undo System
Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…
Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…