PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
SceneTraceResult: All Fields and Properties from Trace Hits
is returned by and contains all information about a trace hit. Key Fields Common Usage Pattern
Physics Triggers: Enter, Exit Events and Polling in s&box
A trigger is a collider that detects when physics objects enter or exit it without blocking movement. Useful for pickup zones, death planes, checkpoints, and ar…
Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon
BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…
NPC Ragdoll Creation with Clothing Preservation
NPC Ragdoll Creation with Clothing Pattern for creating ragdolls from NPCs including clothing preservation and bone merging. Key APIs **** — copies model, mater…
s&box ScriptedEmitterModel: Model-based emitter resource
ScriptedEmitterModel GameResource API Reference ScriptedEmitterModel is a GameResource for model-based particle/VFX emitters. It implements IDefinitionResource …
CharacterController — capsule movement, ground checks, and velocity control
CharacterController in s&box is a built-in s&box component for capsule-based movement. Unlike , you control velocity directly — the controller handles collision…
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
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 …
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
TraceAttackInfo record struct
TraceAttackInfo Record Struct Information about a trace-based attack in s&box, used to pass attack data through the weapon system. Properties Target () - The Ga…
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…
DamageInfo: The Standard Damage Payload — Properties, Usage, and Custom Types
DamageInfo: The Standard Damage Payload is a class (not a struct) used to pass damage information between game systems. It is intentionally a class so games can…
Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks
Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…
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 …
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
GameObjectSystem - s&box Scene Documentation
GameObjectSystem GameObjectSystems are global systems that operate on groups of GameObjects. Unlike Components which are attached to single GameObjects, systems…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
ToolMode SelectionPoint and Trace Helpers
ToolMode.SelectionPoint and Trace Helpers Helper methods and data structures for toolgun selection and placement. SelectionPoint Struct Trace Methods Placement …