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…
Component Editor Tools: Selection-Based Scene View UI and Gizmos
Component Editor Tools in s&box are always active when a specific Component is selected. They create UI in the scene view and can override input. An example is …
s&box BallSocketPair: Hydraulic ball socket visual
BallSocketPair Component API Reference BallSocketPair is a Component that aligns two ball socket models towards each other and updates a line renderer between t…
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 …
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
Async tasks in s&box — coroutines, parallel tasks, and frame-by-frame animation
Async Tasks in s&box Components s&box async tasks run on the main thread — they behave like coroutines. Use to yield one frame, to wait, and to run tasks in par…
BuildHash pattern for Razor panel optimization
BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…
Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor
s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…
Sandbox.VrAnchor
Sandbox.VrAnchor Locks VR player position. Overview VrAnchor locks the player's playspace to a GameObject's transform. Essential for seated VR, vehicles, and ro…
Sandbox: NPC system — Schedule, Task, and Layer architecture
NPC System — Schedule, Task, and Layer Architecture The Sandbox NPC system uses a layered architecture: Layers handle continuous behaviours (navigation, senses,…
Sandbox.Light
Sandbox.Light Illuminates the scene. Overview Light component adds dynamic lighting to GameObjects. Supports point, spot, and directional lights. Setup Light Ty…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
s&box Inspector Attributes: Complete Reference for Component Properties
s&box Inspector Attributes: Complete Reference for Component Properties These attributes control how properties appear in the s&box editor inspector. Display At…
Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
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…
BeamEffect — laser and energy beams between two points
BeamEffect — Laser and Energy Beams renders a beam between two points in the world. Use it for lasers, electricity, tractor beams, or any line-based visual effe…
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…