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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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 …
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 …
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…
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…
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…
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…
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. …