s&box MCP Knowledgebase

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

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menu_bookDocumentation
May 5, 2026

Input - s&box Gameplay Documentation

Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…

terminalCode Example
May 3, 2026

Rigidbody Physics

The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity

terminalCode Example
May 3, 2026

Sync Properties for Networked State

Sync Properties for Multiplayer The attribute automatically synchronizes property values to all clients when they change. Basic Sync Sync Flags Customize sync b…

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

terminalCode Example
May 3, 2026

Noclip MoveMode with Collision Toggle

Noclip MoveMode Implementation Custom movement mode for noclip/fly behavior with collision toggle. Key Patterns MoveMode inheritance — override , , priority — 1…

terminalCode Example
May 5, 2026

Scene lighting setup — DirectionalLight, PointLight, SpotLight, SkyBox, AmbientLight, and Fog

Scene Lighting Setup s&box lighting is built from components. A typical scene needs a directional light (sun), ambient light, and a skybox. Directional Light (S…

terminalCode Example
May 5, 2026

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: (…

codeAPI Reference
May 4, 2026

s&box DamageInfo: Extensible Damage Data Class and IDamageable Interface

s&box DamageInfo: Extensible Damage Data Class is a class (not a struct) so it can be subclassed for game-specific damage types. Definition Usage IDamageable In…

terminalCode Example
May 5, 2026

Spatial audio components — SoundPoint, SoundBox, SoundscapeTrigger, DspVolume, and AudioListener

Spatial Audio Components s&box provides several components for placing audio in the world. All are alternatives to for persistent, positioned audio sources. Sou…

terminalCode Example
May 5, 2026

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…

terminalCode Example
May 3, 2026

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…

terminalCode Example
May 4, 2026

Sandbox: CameraNoiseSystem — screen shake, punch, and recoil with ICameraSetup

CameraNoiseSystem — Screen Shake, Punch, and Recoil Effects is a that implements to apply camera noise effects (shake, punch, recoil) each frame. Effects are in…

terminalCode Example
May 4, 2026

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…

menu_bookDocumentation
May 5, 2026

Beams - s&box Rendering Documentation

Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…

codeAPI Reference
May 3, 2026

Sandbox.Angles

Sandbox.Angles Euler angles (yaw, pitch, roll) representation. Overview Angles stores rotation as yaw, pitch, and roll in degrees — easier to work with than qua…

terminalCode Example
May 5, 2026

Decal component — projecting bullet holes, scorch marks, and surface details

Decal Component — Projecting Surface Marks projects a texture onto surfaces in the world. Use it for bullet holes, blood splats, scorch marks, graffiti, and any…

codeAPI Reference
May 3, 2026

Sandbox.PhysicsWorld

Sandbox.PhysicsWorld Access to the physics simulation. Overview PhysicsWorld provides access to the physics simulation, including gravity, time step, and broad …

menu_bookDocumentation
May 4, 2026

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…

codeAPI Reference
May 12, 2026

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…

terminalCode Example
May 5, 2026

Custom editor tools — EditorTool, Gizmo drawing, scene tracing, and overlay UI

Custom Editor Tools Editor tools appear in the s&box toolbar and let you build scene editing workflows — painting, placement, custom gizmos. They must live in a…