CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
Sandbox: BanSystem — persistent ban list with INetworkListener.AcceptConnection
Sandbox BanSystem — Persistent Ban List with INetworkListener is a that implements to intercept incoming connections and reject banned players before they join.…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate
GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…
Your First Project - s&box Documentation
Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…
Unit Tests: MSTest with Engine Initialization for Component Testing
s&box supports unit testing via a directory in your project. The engine auto-generates a test project when this directory exists (restart editor after creating …
Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …
NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
LocalData persistence for server-side data
LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …
Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence
Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…
s&box NetworkMode Enum and INetworkListener: Controlling Network Participation
s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…
Component Editor Tools: Selection-Based Scene View UI and Gizmos
Component Editor Tools in s&box are always active when a specific Component is selected. They create UI in the scene view and can override input. An example is …
Sandbox: Full codebase architecture — systems, player components, weapons, tools, NPCs
Sandbox Codebase Architecture Overview The Facepunch Sandbox game is a large reference implementation. Here's a map of the major systems and how they connect. C…
s&box WaterVolume: Buoyancy physics for water volumes
WaterVolume API Reference WaterVolume is a Component that applies buoyancy physics to Rigidbody objects entering a trigger volume. Type Signature Physics Implem…
Prefabs - s&box Documentation
Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…
Getting Started - s&box Documentation
Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
Custom editor tools — EditorTool, Gizmo drawing, scene tracing, and overlay UI
Custom Editor Tools Editor tools appear in the s&box toolbar and let you build scene editing workflows — painting, placement, custom gizmos. They must live in a…