s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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Results for "prefabs" 55 results closeClear
terminalCode Example
May 12, 2026

s&box DemoRecording with DefaultMovieRecorderOptions

s&box DemoRecording with DefaultMovieRecorderOptions This example shows how to configure s&box's MovieRecorder system using the [DefaultMovieRecorderOptions] at…

menu_bookDocumentation
May 3, 2026

Network Helper

Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…

menu_bookDocumentation
May 20, 2026

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. …

menu_bookDocumentation
May 5, 2026

NetworkHelper — quick multiplayer setup with auto-server and player spawning

NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…

menu_bookDocumentation
May 20, 2026

TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs

The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…

menu_bookDocumentation
May 5, 2026

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-…

menu_bookDocumentation
May 5, 2026

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…

terminalCode Example
May 10, 2026

s&box JSONObject Save Data Helper for Components

This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…

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…

codeAPI Reference
May 12, 2026

s&box AmmoInventory: Shared ammo pools

AmmoInventory Component API Reference AmmoInventory stores shared ammo pools on a player, keyed by AmmoResource. Add this component to the player prefab alongsi…

terminalCode Example
May 11, 2026

UIDecal Component - Render Razor UI as a Decal

A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…

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…

codeAPI Reference
May 12, 2026

s&box EmitterEntity: Particle emitter entity

EmitterEntity Component API Reference EmitterEntity is a world-placed SENT that spawns and controls a particle/VFX emitter. The emitter prefab is defined by a S…

codeAPI Reference
May 12, 2026

s&box RollermineNpc: Physics-driven NPC

RollermineNpc Class API Reference RollermineNpc is a physics-driven NPC that chases players, leaps at them, and bounces off dealing damage on contact. Implement…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: ISpawner interface — custom spawner pattern with ISpawnEvents

ISpawner Interface — Custom Spawner Pattern The interface defines the contract for anything that can be spawned via the spawn menu. Implementations include , , …

menu_bookDocumentation
May 20, 2026

Decal Component: Projected Surface Effects with Random Variety

The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…

menu_bookDocumentation
May 5, 2026

ActionGraph — visual scripting with action nodes, delegates, and C# integration

ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…

codeAPI Reference
May 4, 2026

s&box ResourceLibrary: Loading and Accessing Game Resources

s&box ResourceLibrary: Loading and Accessing Game Resources (and ) provides access to all loaded resources. Loading Resources ```csharp // Synchronous get (retu…