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-…
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…
Execution Order - s&box Documentation
Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…
Reporting Errors - s&box Documentation
Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…
Trigger-Based Background Music Crossfade Framework
This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …
ModelRenderer: Body Groups, Material Override, Material Groups, Shadow Modes, and LOD Override
ModelRenderer: Body Groups, Material Override, Shadow Modes, and LOD renders a static (non-skinned) model in the world. It creates a in the . Basic Usage Body G…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
PlayerInventory Weapon Switching
PlayerInventory Weapon Switching Weapon switching with host authority and IPlayerEvents delegation. Key Features Sync'd ActiveWeapon with Change callback for ne…
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
Sandbox: UndoSystem — per-player undo stack with bounded history (128 steps)
UndoSystem — Per-Player Undo Stack The is a that maintains a per-player undo stack. Each entry holds a set of s that get destroyed when the undo is triggered. U…
Animation - s&box Documentation
Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…
Terrain System — heightmap creation, material painting, and sculpting
Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…
Sandbox: BaseConstraintToolMode — two-stage constraint creation with IToolActionEvents
BaseConstraintToolMode — Two-Stage Constraint Creation Pattern is the base for all two-point constraint tools (Weld, Rope, BallSocket, Elastic, Hydraulic, NoCol…
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…
Backend Services - Achievements, Leaderboards, Stats
Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…
s&box SoundHandle: Full Audio Playback Control API
s&box SoundHandle: Full Audio Playback Control API is returned by and gives full control over a playing sound. Playing Sounds SoundHandle Properties Stopping St…
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
FixedUpdate Internals: Step Counting, Spiral of Death Prevention, Time.Scope, and ApplyForce vs ApplyImpulse
FixedUpdate Internals: How the Fixed Timestep Works in s&box The s&box fixed update system uses a step-counting approach rather than accumulating time. This is …
Engine Frame Loop Order: FrameStart, Scene Tick, and FrameEnd Sequence
Engine Frame Loop Order The s&box engine frame loop runs in a specific order each frame. Understanding this is important for knowing when your code runs relativ…
Your First Project - s&box Documentation
Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…