s&box Projectile: Collision-based projectile
Projectile Component API Reference Projectile is a Component that implements ICollisionListener for collision-based projectiles. It destroys itself on collision…
Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings
ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
ToolMode Base Class for Toolgun Modes
ToolMode Base Class Abstract base class for creating toolgun modes in s&box. Handles input registration, action dispatch, and HUD rendering. Class Overview Acti…
Networked Objects - s&box Documentation
Official s&box documentation for Networked Objects and ownership. Networked Objects covers GameObject networking setup and configuration. Ownership determines w…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
Sandbox: BaseWeapon — ammo system, reload, shoot delay, and IPlayerControllable
BaseWeapon — Ammo, Reloading, and Firing Pattern extends and adds ammo management, reloading, and a shoot delay system. It implements so it can also be used fro…
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…
Player Component with Static Accessors
Player Component Main player component that manages health, damage, camera, and interfaces with the inventory system. Static Accessors Key Properties HUD Visibi…
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…
IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks
IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…