LinkedGameObjectBuilder for Finding Connected Objects
LinkedGameObjectBuilder Utility class for building a set of connected GameObjects by traversing physics joints, constraints, and manual links. Class Definition …
GameObject: Transform, Tags, Children, and Components
A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …
ToolMode SelectionPoint and Trace Helpers
ToolMode.SelectionPoint and Trace Helpers Helper methods and data structures for toolgun selection and placement. SelectionPoint Struct Trace Methods Placement …
Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box
s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…
DebugOverlay — in-game visualization for spheres, lines, text, and traces
DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…
INetworkSnapshot: Custom Binary Data in s&box Network Snapshots
s&box Components can implement to write and read custom binary data during the network snapshot process. When a client joins a server, the snapshot is sent once…
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…
Physics Tracing Code Examples
Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods
BeamEffect — laser and energy beams between two points
BeamEffect — Laser and Energy Beams renders a beam between two points in the world. Use it for lasers, electricity, tractor beams, or any line-based visual effe…
Terrain System
Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …
Sandbox.Rotation
Sandbox.Rotation Represents 3D orientation. Overview Rotation stores an orientation in 3D space, handling quaternion math internally. Creation Constants Applyin…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
s&box ISpawner: Spawner interface
ISpawner Interface API Reference ISpawner describes something that can be spawned into the world. Implementations handle their own preview rendering and spawn l…
Post-processing and camera setup — CameraComponent, PostProcessVolume, Bloom, DoF, and Film Grain
Post-Processing and Camera Setup CameraComponent Orthographic Camera Multiple Cameras (Priority) Higher priority renders on top. Use for split-screen, minimaps,…
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…
s&box SoundDefinition: Categorized sound GameResource
SoundDefinition GameResource API Reference SoundDefinition is a GameResource that defines a categorized sound for use on spawned entities (thrusters, hoverballs…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
Sound.Play and SoundHandle: 3D Audio, Volume, Pitch, Occlusion, UI Sounds, and Dedicated Server Behavior
Sound.Play and SoundHandle: Audio Playback in s&box is the static entry point for audio playback. is the returned handle for controlling a playing sound. Playin…
Network visibility — culling networked objects per client with INetworkVisible
Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…
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…