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 …
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…
Network Visibility: Culling and INetworkVisible Interface
Network Visibility controls whether a networked object sends updates (Sync Vars, Transform) to a specific player. By default, all networked objects always trans…
Media Support - Video and Audio Codecs
Media Support - Video and Audio Codecs Video and audio codec/format support for playback, streaming, and encoding. Video Codecs Recommendation: Use VP9 or AV1 f…
NavMesh Agent - s&box Gameplay Documentation
NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…
s&box LineDefinition: Trail line resource
LineDefinition GameResource API Reference LineDefinition is a GameResource for trail line definitions used by the Trail tool. It implements IDefinitionResource …
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
s&box StackAlignMode: Stacker alignment modes
s&box StackAlignMode Enum StackAlignMode is an enum used by the Stacker tool to determine how the stack direction axis is interpreted. It controls whether stack…
Connection Permissions - s&box Networking Documentation
Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…
Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
Custom Particle Controller - s&box Documentation
Official s&box documentation for the Particle System - visual effects. Particle Effect creates GPU-accelerated visual effects. Custom Particle Controllers scrip…
Network visibility — culling networked objects per client with INetworkVisible
Network Visibility — Culling Networked Objects Per Client Network visibility controls whether a networked object sends updates (Sync Vars, transforms) to a spec…
Playing Sounds
Playing Sounds in s&box s&box provides both 2D and 3D sound playback through code and components. Quick Sound Playback Sound Handle Store the handle to control …
GameObjectSystem: Batch Processing and Execution Order Control
A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…
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…
EmitMode enum
EmitMode Enum Controls how an emitter triggers when controlled via player input in s&box. Values Toggle Press once to turn on, press again to turn off. Hold Emi…
Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude
Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…