Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
LinkedGameObjectBuilder for Finding Connected Objects
LinkedGameObjectBuilder Utility class for building a set of connected GameObjects by traversing physics joints, constraints, and manual links. Class Definition …
Exporting Standalone - s&box Documentation
Exporting Standalone ⚠️ Warning: Exporting standalone games is currently in preview. Distribution requires approval from Valve — we're working with them to open…
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
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…
Libraries
Libraries Create reusable, shareable code and asset libraries. Structure Libraries live in folder: How It Works Game code references all installed libraries Lib…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
Backend Services - Achievements, Leaderboards, Stats
Backend Services - Achievements, Leaderboards, Stats Integrate Steam backend services for player progression, competition, and analytics. Achievements Track and…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
s&box ResourceLibrary: Loading and Accessing Game Resources
s&box ResourceLibrary: Loading and Accessing Game Resources (and ) provides access to all loaded resources. Loading Resources ```csharp // Synchronous get (retu…
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
Sandbox: CleanupSystem — full scene cleanup and per-player cleanup with Ownable
Sandbox CleanupSystem — Scene Cleanup and Per-Player Cleanup is a that handles cleaning up spawned objects. It distinguishes between "baseline" objects (part of…
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…
NetworkObject: Ownership, Proxy State, and Automatic Culling
NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …
s&box Component Lifecycle: Exact Execution Order and Internal Guards
s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…
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…