s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload
s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …
RenderOptions: Game, Overlay, Bloom, AfterUI Render Layers — and Renderer.Attributes for Shader Parameters
RenderOptions: Render Layers for SceneObjects controls which render layers a component's appears in. It's exposed as a property on all subclasses. Render Layers…
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
Console Variables and Commands: ConVar and ConCmd with Flags
Console variables () and commands () let you create tweakable settings and runnable commands accessible from the s&box console. Console Commands Static methods …
Dedicated Servers: Installation, Configuration, and Command Line
s&box dedicated servers run headless and can be installed via SteamCMD. They host multiplayer games without requiring the full editor. Installation Install via …
VirtualGrid: Virtualized Grid Panel for Large Item Collections
is a s&box UI Panel that virtualizes large item collections — only rendering visible cells. If you have thousands of items, it creates only the few on screen an…
Clutter System: GPU-Instanced Scattering for Grass, Rocks, and Debris
The s&box Clutter System scatters large amounts of small objects (grass, rocks, debris) with GPU-instanced rendering. It handles placement, streaming, and LOD a…
File System: Sandboxed Virtual Filesystems for Data Persistence
Standard .NET access is restricted in s&box. Instead, use the provided virtual filesystems that sandbox access to specific game directories. Available File Syst…
WebSockets: External Server Communication with Auth Token Support
s&box allows WebSocket connections to interface with external servers. Common uses include custom networking and persistent data storage outside the local files…
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…
s&box Global.ISaveEvents: Save/load event callbacks
Global.ISaveEvents Interface API Reference Global.ISaveEvents is an interface for Components that want to listen to SaveSystem events. Implement to receive call…
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…
File System - s&box Assets Documentation
File System s&box provides several file systems for different purposes - data persistence, mounted content, and organization. File Systems Data File System For …
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
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…
WebSockets
Use WebSockets for real-time communication with external servers. Basic Setup With Auth Token Common Use Cases Custom networking — External matchmaking, chat se…
Spatial audio components — SoundPoint, SoundBox, SoundscapeTrigger, DspVolume, and AudioListener
Spatial Audio Components s&box provides several components for placing audio in the world. All are alternatives to for persistent, positioned audio sources. Sou…
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…