Prefabs: Reusable GameObjects with Runtime Spawning via Clone
A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…
Decal Component: Projected Surface Effects with Random Variety
The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…
TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs
The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…
Network Events: INetworkListener for Player Join, Leave, and Active Callbacks
Implement or on a component to react to players joining and leaving the game. INetworkListener Example Spawn a player object when someone joins: INetworkListene…
Scene Metadata - s&box Scene Documentation
Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…
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…
s&box Ownable: Ownership tracking component
Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…
Sandbox: Stacker tool — duplicate objects in a line or arc with StackAlignMode
Stacker Tool — Duplicate Objects in a Line or Arc The Stacker tool clones a selected object N times along a configurable axis with optional rotation and gap. It…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
s&box ICleanupEvents: Cleanup event callbacks
ICleanupEvents API Reference ICleanupEvents is an interface for receiving callbacks when the scene is cleaned up (map reset). Type Signature Method - Called aft…
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
s&box MountMetadata: Mount fallback rendering
MountMetadata Component API Reference MountMetadata is attached to mount-spawned props to show a graceful bounding box and hint the player which game it's from …
Component Interfaces: ExecuteInEditor, ICollisionListener, IDamageable in s&box
s&box provides several Component interfaces for specific purposes: editor execution, collision handling, triggers, damage, and networking. ExecuteInEditor Compo…
BuildHash pattern for Razor panel optimization
BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …
GameObjectSystem - s&box Scene Documentation
GameObjectSystem GameObjectSystems are global systems that operate on groups of GameObjects. Unlike Components which are attached to single GameObjects, systems…
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity