Particle Effects: CPU-Simulated Programmable Particle System
The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…
Nameplate Component with Voice Activity
Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …
s&box TimeSince and TimeUntil: Convenient Time Measurement Structs
s&box TimeSince and TimeUntil: Convenient Time Measurement Structs Both structs use internally and support implicit conversion from /. TimeSince Measures time e…
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: (…
Sandbox: Hydraulic tool — motorized SliderJoint with LineRenderer shaft
Sandbox Hydraulic Tool — Motorized SliderJoint Constraints The Hydraulic tool creates a between two objects with a component that can extend and retract the joi…
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…
s&box LineDefinition: Trail line resource
LineDefinition GameResource API Reference LineDefinition is a GameResource for trail line definitions used by the Trail tool. It implements IDefinitionResource …
Terrain System
Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …
Clothing - s&box Assets Documentation
Clothing The clothing system allows players to customize their Citizen character with various wearable items. Create hats, shirts, pants, accessories, and more.…
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…
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…
Sandbox.Vector3
Sandbox.Vector3 3D vector for positions, directions, and offsets. Overview Vector3 is the primary type for 3D coordinates and directions in s&box. Creation Cons…
s&box PhysicalProperties: Physical property persistence
PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…
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…
Sandbox.Color
Sandbox.Color RGBA color representation. Overview Color stores red, green, blue, and alpha values (0-1 range). Creation Named Colors Components Operations To/Fr…
Sandbox.VrAnchor
Sandbox.VrAnchor Locks VR player position. Overview VrAnchor locks the player's playspace to a GameObject's transform. Essential for seated VR, vehicles, and ro…
DebugOverlay — in-game visualization for spheres, lines, text, and traces
DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…
Styling Panels - s&box UI Documentation
Styling Panels Style your UI panels using SCSS-like stylesheets or direct code styling. Using Stylesheets Create files alongside your files: Or specify a differ…
Math types — Vector3, Rotation, Angles, Transform, TimeSince, and BBox
Math Types — Vector3, Rotation, Angles, and Transform s&box uses its own math types. Here's a practical reference for the ones you'll use constantly. Vector3 Ro…