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…
Dedicated Servers - s&box Documentation
Official s&box documentation for dedicated server hosting. Dedicated Servers covers running s&box games on headless servers. Running Local Projects explains tes…
ActionGraph - s&box Documentation
Official s&box documentation for the ActionGraph system - visual scripting. ActionGraph provides node-based visual scripting for gameplay logic. Getting Started…
Localization: Token-Based Multi-Language UI Text in s&box
s&box supports localization through token-based string replacement. Any displayed string beginning with is recognized as a localization token and replaced with …
UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events
s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
Custom Particle Controller - s&box Documentation
Official s&box documentation for the Particle System - visual effects. Particle Effect creates GPU-accelerated visual effects. Custom Particle Controllers scrip…
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…
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
API Whitelist: Sandboxed Code Restrictions and Safe Alternatives
s&box uses a code whitelist to prevent access to classes and functions that could be used maliciously. Code that doesn't pass these checks will not be loaded in…
Publishing Clothing - s&box Clothing Documentation
Publishing Clothing Publish clothing assets to sbox.game for players to use. Setting up your .Clothing File Create a clothing definition asset: Right-click in A…
Unit Tests - s&box Documentation
Official s&box documentation for Unit Tests - automated testing. Unit Tests covers writing and running tests for s&box code. Tests can verify component behavior…
s&box Component Lifecycle: Exact Execution Order and Internal Guards
s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
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 …
Download & Install - s&box Documentation
Download & Install Install Purchase s&box on Steam Install it via your Steam Library Launch s&box Launch After launching s&box, you will be presented with a men…
Libraries: Reusable Code Packages with Source Sharing
s&box Libraries are self-contained code and asset packages stored in your project's folder. They enable code reuse across multiple projects and can be shared wi…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components