s&box MCP Knowledgebase

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

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
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menu_bookDocumentation
May 4, 2026

Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics

Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

codeAPI Reference
May 12, 2026

s&box HydraulicEntity: Hydraulic piston

HydraulicEntity Component API Reference HydraulicEntity is a Component that implements IPlayerControllable for hydraulic pistons. It controls a SliderJoint to e…

menu_bookDocumentation
May 12, 2026

s&box ThrowType: Grenade throw distance

ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…

codeAPI Reference
May 20, 2026

SceneTraceResult: All Fields and Properties from Trace Hits

is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Scene and Prefab Migration

s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…

terminalCode Example
May 20, 2026

NavMesh Links: Custom Jump and Ladder Traversal for AI Agents

NavMesh Links connect disconnected NavMesh regions (jumps, ladders, teleports). By default agents linearly interpolate between endpoints, but you can implement …

menu_bookDocumentation
May 20, 2026

Math Types: Vector3, Rotation, Angles, and Transform

s&box provides several math types for 3D game development in the namespace. Vectors Vector2 — 2D (x, y) for screen/UI Vector3 — 3D (x, y, z) for world positions…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Exporting Standalone: Royalty-Free Game Distribution via Steam

Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…

menu_bookDocumentation
May 20, 2026

Shader Graph Getting Started: Visual Shader Editor in s&box

s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…

menu_bookDocumentation
May 5, 2026

Input - s&box Gameplay Documentation

Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…

terminalCode Example
May 3, 2026

Camera and View Control

Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …

terminalCode Example
May 3, 2026

Collision and Triggers

Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…

menu_bookDocumentation
May 3, 2026

Libraries

Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…

terminalCode Example
May 5, 2026

NavMeshLink custom traversal — parabolic jump, ladder climb, and physics jump

NavMeshLink Custom Traversal connects two NavMesh points for agents to traverse (jumps, ladders, teleports). Default traversal linearly interpolates between sta…

codeAPI Reference
May 3, 2026

Sandbox.Ray

Sandbox.Ray Infinite ray for intersection tests. Overview Ray represents an infinite line starting from a point and extending in a direction. Used for raycastin…

terminalCode Example
May 4, 2026

Sandbox: Physgun — grab, freeze, launch, and pull mechanics

Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…