Auth Tokens: Steam Identity Validation for External Services
Auth Tokens validate that HTTP or WebSocket requests originate from a legitimate Steam user in an active s&box game session. Use them to tie data to Steam accou…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
Rpc.FilterInclude for targeted RPC broadcasting
Rpc.FilterInclude for Targeted RPC Broadcasting Rpc.FilterInclude is a using statement in s&box that restricts RPC broadcasts to specific connections only. This…
Sandbox: Duplicator tool — copy, paste, and save contraptions with DuplicationData
Duplicator Tool — Copy, Paste, and Save Contraptions The Duplicator tool copies a contraption (a connected graph of GameObjects) to JSON and pastes it back. It …
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data
The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …
Binary Serialization - s&box Documentation
Official s&box documentation for Binary Serialization - efficient data storage. Binary Serialization saves data in compact binary format. The system handles ver…
Storage (UGC)
Manage user-generated content, save games, and player creations. Creating Entries Entry Properties Reading Files Listing Entries Deleting Entries Steam Workshop…
Scene Metadata - s&box Scene Documentation
Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…
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…
Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude
Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…
TextRenderer: 3D World Text, TextScope, Localization via # Prefix, Scale vs FontSize, and JsonUpgrader Pattern
TextRenderer: 3D World Text with Localization Support renders text in 3D world space using for font configuration. Basic Usage TextScope The property controls a…
HTTP Requests
s&box provides the static class for asynchronous HTTP requests. Allowed URLs Domains only (no IP addresses) permitted on ports: 80, 443, 8080, 8443 Use command …
Global.ISpawnEvents Spawn Event Interface
Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…
Storage UGC - s&box Assets Documentation
Storage UGC The Storage system manages user-generated content. Save games, player creations, and share to Steam Workshop. Creating a New Entry Create a storage …
s&box DamageInfo: Extensible Damage Data Class and IDamageable Interface
s&box DamageInfo: Extensible Damage Data Class is a class (not a struct) so it can be subclassed for game-specific damage types. Definition Usage IDamageable In…
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…
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 …
Auth Tokens - s&box Services Documentation
Auth Tokens Auth tokens allow your game to authenticate players with external backends. The token proves the player's identity and can be validated against Face…
Component Events - s&box Scene Documentation
Component Events Components can broadcast and listen for events. This provides a decoupled way for components to communicate without direct references. Event In…