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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 "color" 38 results closeClear
codeAPI Reference
May 3, 2026

Sandbox.Random

Sandbox.Random Random number generation. Overview Random provides methods for generating random numbers, vectors, and making random selections. Basic Random Vec…

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

UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events

s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…

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 …

terminalCode Example
May 5, 2026

Custom GameResource assets — defining asset types with ResourceLibrary and PostLoad registry

Custom GameResource Assets lets you define your own asset types with a custom file extension, inspector UI, and hot-reload support. Assets are JSON files under …

terminalCode Example
May 3, 2026

Working with Models and Rendering

Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…

menu_bookDocumentation
May 5, 2026

Math Types - s&box Documentation

Official s&box documentation for Math Types including Vector3, Rotation, Angles, and related types. Vector3 represents 3D positions and directions with X, Y, Z …

menu_bookDocumentation
May 5, 2026

NavMesh Areas — blocking and cost-modifying regions for AI pathfinding

NavMesh Areas components modify NavMesh generation and agent pathfinding costs within a defined region. Use them to create no-go zones, water areas, or danger z…

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…

codeAPI Reference
May 12, 2026

s&box ScriptedEmitterModel: Model-based emitter resource

ScriptedEmitterModel GameResource API Reference ScriptedEmitterModel is a GameResource for model-based particle/VFX emitters. It implements IDefinitionResource …

codeAPI Reference
May 12, 2026

s&box TVEntity: Camera feed display

TVEntity Component API Reference TVEntity is a TV screen entity that displays the feed from a linked CameraEntity. Use the Linker tool to connect a Camera to th…

menu_bookDocumentation
May 3, 2026

Media Support - Video and Audio Codecs

Media Support - Video and Audio Codecs Video and audio codec/format support for playback, streaming, and encoding. Video Codecs Recommendation: Use VP9 or AV1 f…

menu_bookDocumentation
May 12, 2026

s&box PostProcessGroup: Post-process categories

PostProcessGroup Enum Documentation PostProcessGroup is an enum that categorizes post-processing effects for organization in the spawn menu and asset browser. I…

menu_bookDocumentation
May 20, 2026

Particle Effects: CPU-Simulated Programmable Particle System

The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…

terminalCode Example
May 5, 2026

Post-processing and camera setup — CameraComponent, PostProcessVolume, Bloom, DoF, and Film Grain

Post-Processing and Camera Setup CameraComponent Orthographic Camera Multiple Cameras (Priority) Higher priority renders on top. Use for split-screen, minimaps,…

menu_bookDocumentation
May 5, 2026

Post Processing - s&box Documentation

Official s&box documentation for Post Processing - full-screen visual effects. Post Processing applies effects to the entire rendered image. Creating PostProces…

menu_bookDocumentation
May 5, 2026

Styling Panels - s&box UI Documentation

Styling Panels Style your UI panels using SCSS-like stylesheets or direct code styling. Using Stylesheets Create files alongside your files: Or specify a differ…

terminalCode Example
May 5, 2026

DebugOverlay — in-game visualization for spheres, lines, text, and traces

DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…