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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
menu_bookDocumentation
May 20, 2026

Custom Particle Controller: Code-Based Particle Simulation with Threading

The s&box particle system allows custom code-based particle controllers by inheriting from . Add the component to a GameObject with a ParticleEffect to control …

menu_bookDocumentation
May 20, 2026

Exporting Standalone: Royalty-Free Game Distribution via Steam

Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…

menu_bookDocumentation
May 20, 2026

Game Mounts: Creating Custom Asset Mounts for External Games

The s&box mount system is extensible — anyone can write a mount to add support for a new game or engine. A mount detects a game's install directory via Steam, s…

menu_bookDocumentation
May 20, 2026

VR Development: Tracked Objects, Controllers, and Hand Input

s&box supports VR development with built-in components for headset tracking, controller input, and hand animation. Enabling VR Editor: Launch with headset conne…

menu_bookDocumentation
May 20, 2026

Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data

The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …

menu_bookDocumentation
May 20, 2026

NavMesh Links: Custom Agent Traversal with Jump, Ladder, and Physics Examples

NavMesh Links in s&box connect disconnected navigation areas, allowing agents to jump, climb ladders, or traverse gaps. Add a NavMeshLink component to a GameObj…

menu_bookDocumentation
May 20, 2026

Decal Component: Projected Surface Effects with Random Variety

The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…

menu_bookDocumentation
May 20, 2026

Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting

Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…

menu_bookDocumentation
May 20, 2026

Controller Input: Analog Sticks, Haptics, Motion Controls, and Local Multiplayer

s&box supports gamepad/controller input with analog sticks, haptics/rumble, motion controls, and local multiplayer. Detecting Controller Check to see if the pla…

menu_bookDocumentation
May 20, 2026

Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering

s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Math Types: Vector3, Rotation, Angles, and Transform

s&box provides several math types for 3D game development in the namespace. Vectors Vector2 — 2D (x, y) for screen/UI Vector3 — 3D (x, y, z) for world positions…

menu_bookDocumentation
May 20, 2026

Achievements: Score-Based and Stat-Based Player Unlocks

s&box achievements allow players to unlock rewards with configurable scores. The API lives in . Score Each achievement has a score (5-100). Low values for easy …

menu_bookDocumentation
May 20, 2026

Connection Permissions: CanSpawnObjects and CanRefreshObjects

The host can change permissions for a specific in s&box multiplayer. The ideal place to set these permissions is in the network event callback when a player con…

menu_bookDocumentation
May 20, 2026

Input System: Button Queries, AnalogMove, AnalogLook, and Escape Override

Input is accessed using the class in s&box. It provides button state queries, analog stick/mouse values, and escape key handling for game components. Button Que…

menu_bookDocumentation
May 20, 2026

NetworkHelper: Simplified Multiplayer Setup with Player Spawning

The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…

menu_bookDocumentation
May 20, 2026

Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle

Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…

menu_bookDocumentation
May 20, 2026

Prefabs: Reusable GameObjects with Runtime Spawning via Clone

A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…

menu_bookDocumentation
May 20, 2026

GameObject: Transform, Tags, Children, and Components

A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …

menu_bookDocumentation
May 20, 2026

Platform Chat - Built-in Multiplayer Text Chat System

Built-in text chat for multiplayer games. Messages are routed through the host, validated, filtered, and displayed via the standard overlay UI - no game code re…