Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
Terrain System
Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …
Extensible Player Data Save Hooks for World Components
This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…
Stats API
Track player statistics with the Stats service. Recording Stats Reading Stats Stat Types Batching Stats are automatically batched and sent periodically. Call as…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
FileSystem: Mounted, Data, OrganizationData, Cache, and Memory Filesystems
FileSystem: Accessing Game Files in s&box s&box provides several filesystem access points through the static class. Available Filesystems Reading and Writing Fi…
Component Lifecycle Methods Reference
Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…
CodeGenerator: Compile-Time Method and Property Wrapping via Attributes
The attribute in s&box lets you create custom attributes that wrap methods and properties at compile time. This is the mechanism behind properties and — you can…
Animation - s&box Documentation
Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…
Sandbox: BaseWeapon — ammo system, reload, shoot delay, and IPlayerControllable
BaseWeapon — Ammo, Reloading, and Firing Pattern extends and adds ammo management, reloading, and a shoot delay system. It implements so it can also be used fro…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…
MainThread.Queue: Running Code on the Main Thread from Worker Threads
MainThread.Queue: Running Code on the Main Thread from Worker Threads s&box is single-threaded for game logic. If you have code running on a worker thread (e.g.…
Randomized Clothing for NPC Citizens using Dresser.Randomize() on Prefabs
Overview This demonstrates how to create NPC citizen prefabs with randomized clothing using the built-in component. Each time the prefab spawns or is enabled, i…
Binary Serialization - s&box Documentation
Official s&box documentation for Binary Serialization - efficient data storage. Binary Serialization saves data in compact binary format. The system handles ver…
s&box AmmoResource: Shared ammo type GameResource
AmmoResource GameResource API Reference AmmoResource is a GameResource that defines a type of ammo that can be shared across weapons. Weapons that reference the…
Async tasks in s&box — coroutines, parallel tasks, and frame-by-frame animation
Async Tasks in s&box Components s&box async tasks run on the main thread — they behave like coroutines. Use to yield one frame, to wait, and to run tasks in par…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
Video - s&box Media Documentation
Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …