NetworkHelper — quick multiplayer setup with auto-server and player spawning
NetworkHelper — Quick Multiplayer Setup is a built-in s&box component that handles the boilerplate of starting a server and spawning players. It's the fastest w…
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…
ConVar and ConCmd: Console Variables and Commands in s&box
ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…
Ownable Component Pattern for Prop Ownership
Ownable Component - Prop Ownership and Permission System A component that tracks which player spawned an object and enforces ownership-based permissions. Useful…
Prefab Spawning and Cloning
Prefab Spawning and Cloning Prefabs are reusable GameObject templates that can be instantiated at runtime. Creating Prefabs Create a GameObject in the scene wit…
Animation - s&box Documentation
Animation s&box supports skeletal animation for characters and objects. Animate models using imported animations, blend between states, and control playback fro…
s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling
s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…
Your First Project - s&box Documentation
Your First Project Creating Game Objects In s&box, everything in your scene is a GameObject. GameObjects can have Components attached to them that provide funct…
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…
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…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
Serverside Code: #if SERVER Blocks and .Server.cs Files for Hidden Logic
s&box supports serverside-only code that is stripped from client builds. This only works when running local projects on dedicated servers. #if SERVER Blocks Cod…
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
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…
s&box ScriptedEmitter: Particle emitter GameResource
ScriptedEmitter GameResource API Reference ScriptedEmitter is a GameResource that defines a particle/VFX emitter with a prefab, used for spawning visual effects…
Triggers: Non-Blocking Collision Detection with ITriggerListener
A trigger is a collider that detects when other physics objects enter or exit it without blocking their movement. Useful for pickup zones, death planes, checkpo…
s&box WheelDefinition: Wheel type GameResource
WheelDefinition GameResource API Reference WheelDefinition is a GameResource that defines a wheel type with a prefab, used by the Wheel tool to spawn wheels. Ty…
Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns
Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…