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…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
Sandbox.Ray
Sandbox.Ray Infinite ray for intersection tests. Overview Ray represents an infinite line starting from a point and extending in a direction. Used for raycastin…
Unit Tests: MSTest with Engine Initialization for Component Testing
s&box supports unit testing via a directory in your project. The engine auto-generates a test project when this directory exists (restart editor after creating …
Component Editor Tools: Selection-Based Scene View UI and Gizmos
Component Editor Tools in s&box are always active when a specific Component is selected. They create UI in the scene view and can override input. An example is …
ActionGraph: Visual Scripting with Nodes, Links, and Control Flow
ActionGraph is s&box's visual scripting language. Each node describes an action or expression, and links between nodes carry values or signals. No C# coding req…
Console Variables and Commands: ConVar and ConCmd Runtime Configuration
s&box provides console variables () and console commands () for runtime configuration and debugging. Console Commands Static methods with attribute: Server Comm…
ISceneStartup: Scene Initialization Events for Host and Client Setup
The event interface in s&box allows Components and GameObjectSystems to listen to scene startup events. These run when pressing play in editor, loading a game, …
GameObjectSystem: Scene-Level Batch Processing Systems in s&box
A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …
s&box ClientInput: Input scope for controlled objects
Client input scope struct for routing input to controlled objects. Used by ControlSystem to redirect player input during chair/vehicle control. Static Propertie…
s&box player management with RPC, ConCmd, and Connection APIs
s&box Player Management with RPC, ConCmd, and Connection APIs This example shows player kick/ban utilities using s&box's Connection, RPC, ConCmd, and Chat syste…
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…
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…
Component Lifecycle Methods Reference
Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…
Chat UI Pattern with RPC Broadcasting
Chat UI with RPC Broadcasting A Razor UI component for game chat that handles local input, RPC broadcasting, Steam filtering, and automatic message expiration. …
Multiplayer and Networking
Complete guide to multiplayer setup in s&box. Creating a Lobby Joining a Lobby Spawning Networked Players Host/Client Checks Connection Events Networked Object …
Camera and View Control
Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …
Editor Shortcuts - s&box Editor Documentation
Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
Collision and Triggers
Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…