s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …
Unit tests in s&box — MSTest setup, engine initialization, and component testing
Unit Tests in s&box s&box supports MSTest-based unit tests. Create a directory in your project folder and restart the editor — a test project is generated autom…
s&box context menu with submenus and auto-positioning
s&box Context Menu with Submenus and Auto-Positioning This example shows a context menu system using s&box's Panel, Screen, and layout system with submenu build…
Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents
Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
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…
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…
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…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
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…
s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
s&box WheelOverlay: Direction arrow overlay
WheelOverlay Static Class WheelOverlay is an internal static class that draws a spinning direction arrow overlay on wheel faces. Used by the Wheel tool to visua…
Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars
LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…
s&box Tracer: Projectile trail renderer
Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…
NavMesh Areas — blocking and cost-modifying regions for AI pathfinding
NavMesh Areas components modify NavMesh generation and agent pathfinding costs within a defined region. Use them to create no-go zones, water areas, or danger z…
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 (…
s&box BanSystem: Player ban management
BanSystem GameObjectSystem API Reference BanSystem holds a banlist and can ban users. Implements INetworkListener to reject banned connections. Bans are persist…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
BaseWeapon and BaseCarryable Weapon Framework
BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…