auto_stories

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
Results for "attributes" 68 results closeClear
terminalCode Example
May 4, 2026

Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage

BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…

terminalCode Example
May 3, 2026

DynamiteEntity Explosive Entity Pattern

DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…

terminalCode Example
May 3, 2026

Sync Properties for Networked State

Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…

menu_bookDocumentation
May 3, 2026

Custom Editors

Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…

codeAPI Reference
May 12, 2026

s&box ICookieSource: Cookie persistence interface

ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…

menu_bookDocumentation
May 4, 2026

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride by Tag, Per-Index Materials Accessor, and Attachments

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride, and Materials Accessor provides several ways to override materials on a model. Global M…

menu_bookDocumentation
May 4, 2026

IHotloadManaged: Preserving and Restoring State Across s&box Hotloads

IHotloadManaged: Preserving State Across s&box Hotloads When a class is hotloaded in s&box, all live instances are replaced with new instances of the updated ty…

menu_bookDocumentation
May 4, 2026

RPC Security: How s&box Validates Incoming RPCs — Attribute Check, Permission Flags, Kick on Unauthorized

RPC Security: How s&box Validates Incoming RPCs Understanding how s&box validates incoming RPCs is important for writing secure multiplayer code. Validation Ste…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

Razor Components: Reusable UI Fragments with RenderFragment and Generics

Razor Components in s&box allow you to define reusable UI content that can be used inside other razor files. They make panels more agile and composable. Creatin…

menu_bookDocumentation
May 20, 2026

Creating Post-Process Effects: BasePostProcess with Volume Blending and Shaders

Create custom post-processing effects in s&box by deriving from . This enables volume-based blending and custom shader rendering. The Component Key Methods GetW…

menu_bookDocumentation
May 20, 2026

Console Variables and Commands: ConVar and ConCmd Runtime Configuration

s&box provides console variables () and console commands () for runtime configuration and debugging. Console Commands Static methods with attribute: Server Comm…

menu_bookDocumentation
May 4, 2026

Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence

Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…

menu_bookDocumentation
May 20, 2026

Custom Assets: GameResource Definition with Inspector and Hotloading

Define custom asset types as in s&box. They provide inspector windows, are hotloaded in-game, and are stored as JSON files with custom extensions. Creating a Cu…

menu_bookDocumentation
May 5, 2026

Execution Order - s&box Documentation

Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…

menu_bookDocumentation
May 4, 2026

GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State

GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …

codeAPI Reference
May 12, 2026

s&box PhysicalProperties: Physical property persistence

PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…

codeAPI Reference
May 12, 2026

s&box Ownable: Ownership tracking component

Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…

terminalCode Example
May 12, 2026

s&box achievement unlocking with Rpc.FilterInclude targeting

s&box Achievement Unlocking with Rpc.FilterInclude This example shows achievement unlocking using s&box's Services.Achievements, Services.Stats, and Rpc.FilterI…

menu_bookDocumentation
May 4, 2026

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode and RequireComponent

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode Reference Components provide convenient lookup methods for finding other compone…