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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "effect" 83 results closeClear
menu_bookDocumentation
May 20, 2026

BeamEffect: Animated Line Renderer for Tracers, Lasers, and Beams

The BeamEffect in s&box is an animated LineRenderer for creating beams, tracers, and lasers. It supports multiple beams, fade over time, scale over time, and te…

codeAPI Reference
May 12, 2026

s&box BasePickup: Pickup item base

BasePickup Abstract Class API Reference BasePickup is an abstract Component for items that can be picked up by players. Implements ITriggerListener and ICollisi…

menu_bookDocumentation
May 5, 2026

Network visibility — culling networked objects per client with INetworkVisible

Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…

menu_bookDocumentation
May 4, 2026

s&box Rigidbody Component: Physics Body Reference

s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…

menu_bookDocumentation
May 3, 2026

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…

terminalCode Example
May 3, 2026

Physics Tracing Code Examples

Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods

menu_bookDocumentation
May 5, 2026

Playing Sounds - s&box Sound Documentation

Playing Sounds s&box provides multiple ways to play audio. From simple one-shots to complex 3D spatial audio with full control. SoundEvent Create reusable sound…

codeAPI Reference
May 4, 2026

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 (…

groupsCommunity
May 3, 2026

Multiplayer Authority Patterns

Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…

terminalCode Example
May 4, 2026

Sandbox: Physgun — grab, freeze, launch, and pull mechanics

Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…

codeAPI Reference
May 3, 2026

BasePickup with ITriggerListener and ICollisionListener

BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…

menu_bookDocumentation
May 5, 2026

PolygonMesh — procedural block meshes with per-face materials and vertex editing

PolygonMesh — Procedural Block Meshes s&box includes a API for creating and editing meshes at runtime or in editor tools. The editor's block mesh tools use this…

terminalCode Example
May 4, 2026

Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings

ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…

terminalCode Example
May 5, 2026

SpawnPoint and TriggerHurt — spawn locations and damage trigger volumes

SpawnPoint and TriggerHurt in s&box SpawnPoint is a built-in s&box component that marks a world location for player or NPC spawning. uses to find valid spawn lo…

codeAPI Reference
May 12, 2026

s&box DynamiteEntity: Explosive entity

DynamiteEntity Component API Reference DynamiteEntity is a Component that implements IPlayerControllable and IDamageable for an explosive entity. It can be trig…

groupsCommunity
May 4, 2026

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…

menu_bookDocumentation
May 12, 2026

s&box DamageTags: Damage type constants

DamageTags Static Class DamageTags is a static class that defines constant string tags used for damage type identification in the s&box damage system. These tag…

menu_bookDocumentation
May 12, 2026

s&box GamePreferences: User preferences

GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…

groupsCommunity
May 5, 2026

s&box built-in component quick reference — rendering, physics, navigation, UI, and audio

s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…

menu_bookDocumentation
May 4, 2026

ConVar and ConCmd: Console Variables and Commands in s&box

ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…