s&box MCP Knowledgebase

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

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menu_bookDocumentation
May 20, 2026

IGameObjectNetworkEvents: Ownership Change and Control Transfer Events

lets Components on a networked GameObject react to ownership changes. The events are targeted only at the specific GameObject whose ownership is changing. Inter…

menu_bookDocumentation
May 20, 2026

Platform Chat: Built-in Text Chat with IChatEvent Filtering

s&box includes a built-in platform chat system for multiplayer games. Messages are routed through the host, validated, filtered via Steam's text filter, and dis…

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…

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

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

Creating Post-Process Effects: BasePostProcess with Volume Blending and Shaders

Create custom post-processing effects in s&box by deriving from . This enables volume-based blending and custom shader rendering. The Component Key Methods GetW…

menu_bookDocumentation
May 20, 2026

GameResource Extensions: Appending Data to Existing Assets Without Modification

ResourceExtensions in s&box append additional data to existing GameResources without modifying the original class or assets. Useful for adding properties to Clo…

menu_bookDocumentation
May 20, 2026

BeamEffect: Animated Line Renderer for Tracers, Lasers, and Beams

The BeamEffect in s&box is an animated LineRenderer for creating beams, tracers, and lasers. It supports multiple beams, fade over time, scale over time, and te…

menu_bookDocumentation
May 20, 2026

NavMesh Area Costs and Filters: Weighted Pathfinding and Agent Restrictions

NavMesh Areas in s&box can be used to mark sections as more costly to traverse (e.g. shallow water) or to prevent certain agents from entering specific areas. C…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

Network Visibility: Per-Connection Object Culling with INetworkVisible

Network Visibility controls whether a networked object should be visible (receive ongoing network updates) for a specific player. By default, all networked obje…

menu_bookDocumentation
May 20, 2026

Async Components: Coroutine-Style Async Tasks on the Main Thread

Async tasks in s&box run on the main thread by default, operating like coroutines. They are the recommended replacement for coroutines in s&box. Basic Async Fra…

menu_bookDocumentation
May 20, 2026

Navigation: Recast NavMesh Generation and Pathfinding in s&box

s&box implements Recast Navigation (the industry standard used in Unreal, Unity, and Godot) for navmesh generation and navigation agents. What is a NavMesh? A s…

menu_bookDocumentation
May 20, 2026

Hotloading: Live Code Reload Without Editor Restart in s&box

s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…

menu_bookDocumentation
May 20, 2026

Scenes: Loading, Directory Lookups, and Component Queries in s&box

A s&box Scene is a collection of GameObjects. Access the current scene via on any GameObject/Component/Panel, or via . Loading Scenes GameObject Directory Every…

terminalCode Example
May 3, 2026

ControlSystem Pattern for Seat/Vehicle Control

ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…

menu_bookDocumentation
May 20, 2026

Prefab Templates: Adding Custom Prefabs to the s&box Create Menu

s&box Prefab Templates let you add custom prefabs to the GameObject Create menu in the scene editor. Setup Enable "Show In Menu" on a Prefab File in the inspect…

terminalCode Example
May 3, 2026

Ownable Component Pattern for Prop Ownership

Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…

menu_bookDocumentation
May 5, 2026

Sync Properties - Complete Networking Guide

Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…

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