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…
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
Controller Input
Handle gamepad/controller input in s&box. Detecting Controllers Analog Inputs Auto-Mapped Input Haptics/Rumble Motion Controls Local Multiplayer
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 …
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…
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…
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…
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…
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…
[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…
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…
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…
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…
IPlayerControllable example: ThrusterEntity
IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …
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…
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): …
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…
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…
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…
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…