Prefab instance overrides — customizing instances without breaking the prefab link
Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…
s&box ScriptedEmitter: Particle emitter GameResource
ScriptedEmitter GameResource API Reference ScriptedEmitter is a GameResource that defines a particle/VFX emitter with a prefab, used for spawning visual effects…
s&box Source Generator: IUpdateSubscriber, WrappedPropertySet, and How [Sync]/[Rpc.*] Work at Compile Time
s&box Source Generator: How [CodeGenerator] Works for [Sync] and [Rpc.*] The Roslyn source generator transforms your C# code at compile time. Understanding this…
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…
s&box MetadataAttribute: Resource picker filtering
MetadataAttribute API Reference MetadataAttribute is a reusable property attribute that stores a string tag for resource picker filtering. The editor can read t…
DynamiteEntity Explosive Entity Pattern
DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…
s&box ScriptedEmitterModel: Model-based emitter resource
ScriptedEmitterModel GameResource API Reference ScriptedEmitterModel is a GameResource for model-based particle/VFX emitters. It implements IDefinitionResource …
Prefab Instance Overrides: Property, Component, and GameObject Customization
Prefab instance overrides in s&box allow you to customize individual instances of a prefab without affecting the original or other instances. The instance remem…
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: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority
GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…
s&box JSONObject Save Data Helper for Components
This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…
s&box EntitySpawnerEntity: Entity spawner
EntitySpawnerEntity Component API Reference EntitySpawnerEntity is a world-placed SENT that spawns another SENT at its location. Can be triggered manually via p…
Sandbox: Stacker tool — duplicate objects in a line or arc with StackAlignMode
Stacker Tool — Duplicate Objects in a Line or Arc The Stacker tool clones a selected object N times along a configurable axis with optional rotation and gap. It…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
Sandbox: NPC system — Schedule, Task, and Layer architecture
NPC System — Schedule, Task, and Layer Architecture The Sandbox NPC system uses a layered architecture: Layers handle continuous behaviours (navigation, senses,…
Collider Component: Triggers, Surface Properties, Keyframe Bodies, Concave Shapes, and Tag Propagation
Collider Component: Triggers, Surface Properties, and Keyframe Bodies The abstract base class is the foundation for all physics colliders in s&box (, , , , ). T…
s&box EmitterEntity: Particle emitter entity
EmitterEntity Component API Reference EmitterEntity is a world-placed SENT that spawns and controls a particle/VFX emitter. The emitter prefab is defined by a S…
Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage
BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…
Prefabs - s&box Documentation
Prefabs Prefabs are reusable GameObject templates that allow you to create consistent, repeatable objects across your game. You create a prefab asset from a Gam…
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…