s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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menu_bookDocumentation
May 5, 2026

Beams - s&box Rendering Documentation

Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…

menu_bookDocumentation
May 4, 2026

Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More

Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …

menu_bookDocumentation
May 12, 2026

s&box DupeMovement: Duper movement types

s&box DupeMovement Enum DupeMovement is an enum that describes the type of movement a duper contraption is designed for. This metadata helps users understand ho…

menu_bookDocumentation
May 4, 2026

s&box MathX: Remap, LerpInverse, ExponentialDecay, SmoothDamp, SpringDamp, DeltaDegrees, and Unit Conversion

s&box MathX: Math Utility Extensions for Game Development is a static class providing math utilities not in or . Most methods are also extension methods, so you…

menu_bookDocumentation
May 4, 2026

ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics

ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…

menu_bookDocumentation
May 4, 2026

s&box LineRenderer and TrailRenderer: Points, Spline Interpolation, Face Modes, Texture Scrolling, and DepthFeather

s&box LineRenderer and TrailRenderer: Procedural Line Rendering renders a line through a list of points with configurable width, color, and spline interpolation…

menu_bookDocumentation
May 5, 2026

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 …

terminalCode Example
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

Getting Started - s&box Documentation

Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …

codeAPI Reference
May 12, 2026

s&box TaskBase: NPC task base class

Abstract base class for NPC tasks. Tasks are executed as part of a Schedule and return a TaskStatus to indicate their state. Properties Methods TaskStatus Enum …

codeAPI Reference
May 12, 2026

s&box ScheduleBase: NPC schedule base class

Abstract base class for NPC schedules. A schedule executes a sequence of tasks with cancellation support. Properties Methods Behavior Executes tasks sequentiall…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Clutter System: GPU-Instanced Scattering for Grass, Rocks, and Debris

The s&box Clutter System scatters large amounts of small objects (grass, rocks, debris) with GPU-instanced rendering. It handles placement, streaming, and LOD a…

menu_bookDocumentation
May 20, 2026

Input System: Button Queries, AnalogMove, AnalogLook, and Escape Override

Input is accessed using the class in s&box. It provides button state queries, analog stick/mouse values, and escape key handling for game components. Button Que…

menu_bookDocumentation
May 20, 2026

Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle

Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…

menu_bookDocumentation
May 20, 2026

VR Development: Tracked Objects, Controllers, and Hand Input

s&box supports VR development with built-in components for headset tracking, controller input, and hand animation. Enabling VR Editor: Launch with headset conne…

menu_bookDocumentation
May 20, 2026

Input System Overview: Button Queries, Analog Input, and Escape Override

The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…

menu_bookDocumentation
May 3, 2026

s&box Cheat Sheet

s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking

codeAPI Reference
May 3, 2026

ToolMode Base Class for Toolgun Modes

ToolMode Base Class Abstract base class for creating toolgun modes in s&box. Handles input registration, action dispatch, and HUD rendering. Class Overview Acti…

menu_bookDocumentation
May 4, 2026

s&box Rigidbody Component: Physics Body Reference

s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…