Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings
ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…
GameManager INetworkListener Pattern
GameManager INetworkListener Pattern Game manager implementing connection lifecycle with player spawning and cleanup. Implemented Interfaces INetworkListener - …
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
IPlayerControllable example: ThrusterEntity
IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …
s&box EntitySpawnerEntity: Entity spawner
EntitySpawnerEntity Component API Reference EntitySpawnerEntity is a world-placed SENT that spawns another SENT at its location. Can be triggered manually via p…
Game Mounts: Creating Custom Asset Mounts for External Games
The s&box mount system is extensible — anyone can write a mount to add support for a new game or engine. A mount detects a game's install directory via Steam, s…
s&box PlayerFallDamage: Fall damage component
PlayerFallDamage Component API Reference PlayerFallDamage is a Component that applies fall damage to the player when they land. It implements Local.IPlayerEvent…
Sandbox: BaseConstraintToolMode — two-stage constraint creation with IToolActionEvents
BaseConstraintToolMode — Two-Stage Constraint Creation Pattern is the base for all two-point constraint tools (Weld, Rope, BallSocket, Elastic, Hydraulic, NoCol…
CleanupSystem: Map reset and baseline restoration
CleanupSystem: Map Reset and Baseline Restoration This example shows the CleanupSystem which tracks the baseline scene state and allows resetting the map to its…
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 …
s&box SpeechLayer: NPC speech and subtitles
NPC behavior layer that manages speech state, plays sound files, and renders subtitle text above the NPC's head. Properties Methods Behavior Resolves a random s…
Sync Properties: Automatic Property Replication with [Sync] Attribute
Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…
Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage
BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
Connection Permissions - s&box Networking Documentation
Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…
GameManager.Spawn RPC with Ident Parsing
GameManager.Spawn RPC Broadcast RPC for spawning entities from string identifiers with automatic weapon pickup detection. Ident Format - Spawn a prop from asset…
s&box Cheat Sheet
s&box Cheat Sheet Quick reference for common s&box operations. Debugging Transforms GameObjects Components Input Networking
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…
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…
IGameObjectNetworkEvents: StartControl, StopControl, and NetworkOwnerChanged Callbacks
IGameObjectNetworkEvents: Ownership Change Callbacks Implement on a component to receive callbacks when network ownership of the parent changes. Interface Metho…