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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
Results for "effects" 83 results closeClear
codeAPI Reference
May 12, 2026

s&box Tracer: Projectile trail renderer

Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…

codeAPI Reference
May 12, 2026

IDefinitionResource interface

IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …

terminalCode Example
May 3, 2026

Controller Input

Handle gamepad/controller input in s&box. Detecting Controllers Analog Inputs Auto-Mapped Input Haptics/Rumble Motion Controls Local Multiplayer

menu_bookDocumentation
May 4, 2026

GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate

GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …

menu_bookDocumentation
May 5, 2026

Hotloading — live code reloading, IL fast path, and common pitfalls

Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges

NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…

menu_bookDocumentation
May 4, 2026

SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay

SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…

menu_bookDocumentation
May 4, 2026

Collider Component: Triggers, Surface Properties, Keyframe Bodies, Concave Shapes, and Tag Propagation

Collider Component: Triggers, Surface Properties, and Keyframe Bodies The abstract base class is the foundation for all physics colliders in s&box (, , , , ). T…

menu_bookDocumentation
May 4, 2026

[Change] Attribute: Callbacks When Properties Change — Works with [Sync] and [ConVar], Priority, and All-Client Firing

[Change] Attribute: Callbacks When Properties Change The attribute invokes a method whenever a property's value changes. It works with any property but is espec…

menu_bookDocumentation
May 4, 2026

RenderOptions: Game, Overlay, Bloom, AfterUI Render Layers — and Renderer.Attributes for Shader Parameters

RenderOptions: Render Layers for SceneObjects controls which render layers a component's appears in. It's exposed as a property on all subclasses. Render Layers…

codeAPI Reference
May 12, 2026

s&box BasePickup: Trigger and collision-based pickup system

BasePickup API Reference BasePickup is an abstract Component for creating trigger or collision-based pickups (weapons, ammo, items). Type Signature Required Com…

menu_bookDocumentation
May 5, 2026

RPC Messages - s&box Documentation

RPC Messages Components can contain RPCs. An RPC is a function that when called, is called remotely too. Supported RPC arguments are the exact same as Sync prop…

terminalCode Example
May 12, 2026

IPlayerControllable example: ThrusterEntity

IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …

menu_bookDocumentation
May 12, 2026

s&box Throwable: Grenade type enum

Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…

menu_bookDocumentation
May 20, 2026

Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization

s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …

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

CodeGenerator: Compile-Time Method and Property Wrapping via Attributes

The attribute in s&box lets you create custom attributes that wrap methods and properties at compile time. This is the mechanism behind properties and — you can…

menu_bookDocumentation
May 20, 2026

MusicPlayer: Streaming Audio with Visualization and World-Space Positioning

in s&box handles music tracks and streaming audio with programmatic control over playback, positioning, and visualization. For sound effects, use the Sound syst…

menu_bookDocumentation
May 20, 2026

Animation System: Animgraph, Skeletal Animation, IK, and Ragdolls

s&box uses Valve's Animgraph system for character animation, providing a powerful node-based animation state machine. Key Features Animgraph — node-based animat…