Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
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…
Scene.Trace: Raycasting, Shape Sweeps, Tag Filters, SceneTraceResult Fields, and FindInPhysics
Scene.Trace: Raycasting and Shape Sweeps in s&box is the entry point for all physics traces in s&box. It returns a builder that uses a fluent API. Basic Usage F…
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 …
Tracing - s&box Physics Documentation
Tracing Tracing (raycasting) is the primary way to query the physics world in s&box. It allows you to cast rays or shapes through the scene to find collisions w…
Undo System
Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…
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…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …
Controller Input
Handle gamepad/controller input in s&box. Detecting Controllers Analog Inputs Auto-Mapped Input Haptics/Rumble Motion Controls Local Multiplayer
Sandbox.Transform - Position, Rotation and Scale
Sandbox.Transform Position, rotation, and scale combined. Overview Transform combines position, rotation, and scale into a single matrix for efficient calculati…
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…
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…
Custom GameResource assets — defining asset types with ResourceLibrary and PostLoad registry
Custom GameResource Assets lets you define your own asset types with a custom file extension, inspector UI, and hot-reload support. Assets are JSON files under …
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
DebugOverlay — in-game visualization for spheres, lines, text, and traces
DebugOverlay — In-Editor and In-Game Visualization draws shapes, text, and traces in the world for debugging. All draws are temporary and disappear after a spec…
Rpc.FilterInclude for targeted RPC broadcasting
Rpc.FilterInclude for Targeted RPC Broadcasting Rpc.FilterInclude is a using statement in s&box that restricts RPC broadcasts to specific connections only. This…
Code Basics - s&box Documentation
Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…
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…