ModelPhysics — ragdolls and per-bone physics simulation
ModelPhysics — Ragdolls and Per-Bone Physics drives physics simulation per bone on a skinned model. Use it for ragdolls, destructible characters, and physics-dr…
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
s&box PostProcessResource: Post-processing effect GameResource
PostProcessResource GameResource API Reference PostProcessResource is a GameResource that defines a post-processing effect with a prefab, used by the PostProces…
Texture Generators - s&box Editor Documentation
Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…
Storage UGC - s&box Assets Documentation
Storage UGC The Storage system manages user-generated content. Save games, player creations, and share to Steam Workshop. Creating a New Entry Create a storage …
ISceneLoadingEvents: Async Scene Load Hooks with BeforeLoad, OnLoad, and AfterLoad
ISceneLoadingEvents: Async Scene Load Hooks Implement on a to hook into the scene loading pipeline. The game waits for async tasks to complete before proceeding…
Citizen Characters - s&box Assets Documentation
Citizen Characters The Citizen is s&box's default human character model. It provides a standardized base for player characters, NPCs, and customization through …
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
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…
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
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 …
Extensible Player Data Save Hooks for World Components
This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…
Sound.Play and SoundHandle: 3D Audio, Volume, Pitch, Occlusion, UI Sounds, and Dedicated Server Behavior
Sound.Play and SoundHandle: Audio Playback in s&box is the static entry point for audio playback. is the returned handle for controlling a playing sound. Playin…
s&box SpriteRenderer: Billboard Modes, Animation Control, Broadcast Events, and Rendering Options
s&box SpriteRenderer: Animated Sprites, Billboard Modes, and Broadcast Events renders a asset in the s&box world with support for animation, billboarding, and f…
s&box LocalProps: Built-in prop definitions
LocalProps Static Class LocalProps is a static class that defines hardcoded models that ship with the game and are not available on the workshop. These models a…
Playing Sounds: SoundHandle, GameObject.PlaySound, and Audio Components
s&box provides several ways to play sounds: fire-and-forget at a position, controlled via , attached to a , or via scene components. SoundEvent Assets Sounds ar…
Property Attributes: Inspector Customization for Components and Assets
Property attributes control how Component properties appear in the s&box editor/inspector. They work on both Components and GameResource properties. Layout and …
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…
Binary Serialization: BlobData for Large GameResource Data Storage
When JSON files grow too large in s&box, you can store data as a binary blob using the class. This works with GameResource assets and provides custom serializat…
DecalDefinition: PBR Decal Assets with Color, Normal, and Parallax
A DecalDefinition in s&box holds what a single decal should look like. It describes color, normals, roughness, metalness, ambient occlusion, and optional parall…