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
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menu_bookDocumentation
May 3, 2026

Network Ownership System

Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…

menu_bookDocumentation
May 4, 2026

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride by Tag, Per-Index Materials Accessor, and Attachments

ModelRenderer Material Overrides: MaterialOverride, SetMaterialOverride, and Materials Accessor provides several ways to override materials on a model. Global M…

menu_bookDocumentation
May 3, 2026

Backend Services - Achievements, Leaderboards, Stats

Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…

terminalCode Example
May 3, 2026

BaseWeapon and BaseCarryable Weapon Framework

BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…

terminalCode Example
May 10, 2026

s&box JSONObject Save Data Helper for Components

This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…

menu_bookDocumentation
May 5, 2026

PolygonMesh — procedural block meshes with per-face materials and vertex editing

PolygonMesh — Procedural Block Meshes s&box includes a API for creating and editing meshes at runtime or in editor tools. The editor's block mesh tools use this…

menu_bookDocumentation
May 4, 2026

Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management

Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…

terminalCode Example
May 4, 2026

Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage

BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…

codeAPI Reference
May 3, 2026

Sandbox.GameResource

Sandbox.GameResource Base class for custom asset types. Overview GameResource is the base class for creating custom asset types that appear in the editor with f…

menu_bookDocumentation
May 4, 2026

Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More

Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …

terminalCode Example
May 12, 2026

s&box achievement unlocking with Rpc.FilterInclude targeting

s&box Achievement Unlocking with Rpc.FilterInclude This example shows achievement unlocking using s&box's Services.Achievements, Services.Stats, and Rpc.FilterI…

terminalCode Example
May 5, 2026

Particle Effect system — emitters, manual emission, and custom controllers

Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…

codeAPI Reference
May 3, 2026

Global.ISpawnEvents Spawn Event Interface

Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…

codeAPI Reference
May 12, 2026

Throwable enum

Throwable Enum Types of throwable weapons for s&box viewmodel animation selection. Values HEGrenade - High-explosive grenade SmokeGrenade - Smoke grenade StunGr…

menu_bookDocumentation
May 4, 2026

[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works

[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…

menu_bookDocumentation
May 3, 2026

Property Attributes for Editor Inspector

Property Attributes for Editor Inspector Property attributes customize how fields appear and behave in the s&box editor inspector. Organization Attributes Visib…

terminalCode Example
May 5, 2026

VirtualGrid — efficiently rendering large scrollable lists in s&box UI

VirtualGrid — Efficiently Rendering Large Lists in UI is a s&box UI panel that virtualizes a large collection — only the visible cells are created in the DOM. S…

terminalCode Example
May 3, 2026

Nameplate Component with Voice Activity

Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …

menu_bookDocumentation
May 5, 2026

GameResource Extensions - s&box Assets Documentation

GameResource Extensions Extend GameResource types with additional data. Create extensions that attach to existing resources like models or sounds. Creating a Re…

groupsCommunity
May 3, 2026

Debugging and Profiling Tips

Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…