ActionGraph: Visual Scripting with Nodes, Links, and Control Flow
ActionGraph is s&box's visual scripting language. Each node describes an action or expression, and links between nodes carry values or signals. No C# coding req…
Property Attributes: Inspector Customization for Components and Assets
Property attributes control how Component properties appear in the s&box editor/inspector. They work on both Components and GameResource properties. Layout and …
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
s&box IDefinitionResource: Resource metadata interface
IDefinitionResource API Reference IDefinitionResource is an interface for game resources that have display metadata (title and description). Type Signature Prop…
s&box InspectorEditorAttribute: Registering inspector editors
InspectorEditorAttribute API Reference InspectorEditorAttribute is used to register a panel implementing IInspectorEditor with the inspector system. Type Signat…
s&box Projectile: Collision-based projectile
Projectile Component API Reference Projectile is a Component that implements ICollisionListener for collision-based projectiles. It destroys itself on collision…
Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics
Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…
Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling
Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
FindMode and Component Lookup: GetComponent, GetAll, ComponentList, and Hierarchy Search
FindMode and Component Lookup: GetComponent, GetAll, and ComponentList s&box uses a flags enum to control how component searches traverse the hierarchy. Underst…
Sandbox: ISpawner interface — custom spawner pattern with ISpawnEvents
ISpawner Interface — Custom Spawner Pattern The interface defines the contract for anything that can be spawned via the spawn menu. Implementations include , , …
Sandbox: ToolMode system — creating custom Tool Gun modes
ToolMode System — Creating Custom Tool Gun Modes is the base class for all Tool Gun tools in Sandbox. Tools are components on the Toolgun and are enabled/disabl…
Shader Graph - s&box Documentation
Official s&box documentation for the Shader Graph - node-based shader creation. Shader Graph allows creating custom shaders without writing HLSL code. Nodes rep…
s&box Easing Functions: Sandbox.Utility.Easing — Quadratic, Exponential, Bounce, Sine, and CSS-Style Name Lookup
s&box Easing Functions: Sandbox.Utility.Easing for Transitions and Animations provides standard easing functions used throughout s&box's UI system and available…
Post Processing - s&box Documentation
Official s&box documentation for Post Processing - full-screen visual effects. Post Processing applies effects to the entire rendered image. Creating PostProces…
Post Processing System
Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…
Steam filtering API for user content sanitization
Steam Filtering API in s&box s&box provides Steam filtering APIs to sanitize user-generated content like names and chat messages. This helps prevent profanity, …
Citizen Characters - s&box Assets Documentation
Citizen Characters The Citizen is s&box's default human character model. It provides a standardized base for player characters, NPCs, and customization through …
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…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…