s&box MCP Knowledgebase

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

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Results for "Component" 432 results closeClear
menu_bookDocumentation
May 4, 2026

Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration

Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…

menu_bookDocumentation
May 4, 2026

TemporaryEffect Component: Auto-Destroy, ITemporaryEffect, BecomeOrphan, and Editor Behavior

TemporaryEffect Component: Auto-Destroy with ITemporaryEffect Support destroys a after a set time, optionally waiting for child effects (particles, sounds) to f…

menu_bookDocumentation
May 5, 2026

GameObject - s&box Documentation

GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…

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…

menu_bookDocumentation
May 20, 2026

Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle

Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…

codeAPI Reference
May 12, 2026

s&box ManualLink: Logical link component

ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…

codeAPI Reference
May 12, 2026

s&box ICameraSetup: Camera setup callbacks

ICameraSetup API Reference ICameraSetup is an interface for receiving callbacks during camera setup, allowing fine-grained control over camera effects before, d…

menu_bookDocumentation
May 20, 2026

Scenes: Loading, Component Lookup, and GameObject Directory

A Scene is a collection of GameObjects that represents the game world. Every Component and GameObject has a property for accessing the current scene, and you ca…

groupsCommunity
May 5, 2026

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…

terminalCode Example
May 3, 2026

Ownable Component Pattern for Prop Ownership

Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

Particle Effects: CPU-Simulated Programmable Particle System

The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…

menu_bookDocumentation
May 20, 2026

NavMesh Agent: AI Pathfinding Component with Crowd Control

The s&box NavMeshAgent component moves GameObjects along the NavMesh automatically with built-in crowd control to avoid collisions between agents. Component Set…

terminalCode Example
May 10, 2026

Trigger-Based Background Music Crossfade Framework

This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …

terminalCode Example
May 3, 2026

Component Event Interfaces for Tool Interactions

Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …

menu_bookDocumentation
May 20, 2026

Sync Properties: Networked State with Change Detection and Collections

The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…

terminalCode Example
May 4, 2026

Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable

ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…

menu_bookDocumentation
May 5, 2026

Sync Properties - Complete Networking Guide

Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…

menu_bookDocumentation
May 4, 2026

ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks

ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…

menu_bookDocumentation
May 4, 2026

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. …