NPC Ragdoll Creation with Clothing Preservation
NPC Ragdoll Creation with Clothing Pattern for creating ragdolls from NPCs including clothing preservation and bone merging. Key APIs **** — copies model, mater…
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…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
Beams - s&box Rendering Documentation
Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…
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 …
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
SkinnedModelRenderer: Bone Merge, Animation Parameters, Sequences, Attachments, and Animation Events
SkinnedModelRenderer: Bone Merge, Animation Parameters, and Attachments extends for models with bones and animations. It integrates with the for threaded animat…
s&box BallSocketPair: Hydraulic ball socket visual
BallSocketPair Component API Reference BallSocketPair is a Component that aligns two ball socket models towards each other and updates a line renderer between t…
s&box LineDefinition: Trail line resource
LineDefinition GameResource API Reference LineDefinition is a GameResource for trail line definitions used by the Trail tool. It implements IDefinitionResource …
s&box Throwable: Grenade type enum
Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…
s&box SnapGrid: World-space snap grid overlay
SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…
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…
s&box ICameraSetup: Camera render hooks
Interface for camera setup hooks that allow fine-grained control over camera effects. Implement to modify the camera at specific stages of the render pipeline. …
Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
SkinnedModelRenderer: Animation Events (Footstep, Sound, Generic, AnimTag) and Sequence Playback
SkinnedModelRenderer Animation Events and Sequence Playback Animation Events exposes callbacks for animation events defined in the model's animation graph or se…
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…
Scene setup checklist — minimum viable scene with lighting, post-processing, and physics
Scene Setup Checklist for New Projects A quick reference for the components every new s&box scene typically needs. Minimum Viable Scene Lighting Post-Processing…
WorldPanel and ScreenPanel — HUD overlays and 3D world-space UI with Razor PanelComponent
WorldPanel and ScreenPanel — UI in the World s&box UI uses (Razor) attached to either a (HUD overlay) or (3D world-space UI). The same component works with both…
MainThread.Queue: Running Code on the Main Thread from Worker Threads
MainThread.Queue: Running Code on the Main Thread from Worker Threads s&box is single-threaded for game logic. If you have code running on a worker thread (e.g.…