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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
Results for "property" 313 results closeClear
codeAPI Reference
May 12, 2026

s&box TriggerPush: Trigger-based push force

TriggerPush Component API Reference TriggerPush is a Component that pushes objects (players and rigidbodies) that enter its trigger collider. Type Signature Pro…

codeAPI Reference
May 12, 2026

s&box TVEntity: Camera feed display

TVEntity Component API Reference TVEntity is a TV screen entity that displays the feed from a linked CameraEntity. Use the Linker tool to connect a Camera to th…

menu_bookDocumentation
May 5, 2026

Texture Generators - s&box Editor Documentation

Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…

codeAPI Reference
May 12, 2026

s&box ServerSettings: Replicated server-controlled settings

ServerSettings API Reference ServerSettings is a static class for server-controlled settings that are replicated to all clients. Type Signature Example Property…

codeAPI Reference
May 12, 2026

s&box GamePreferences: ConVar-based user settings with attributes

GamePreferences API Reference GamePreferences is a static class for defining user preferences using ConVar attributes with automatic persistence. Type Signature…

menu_bookDocumentation
May 20, 2026

Component Versioning: JsonUpgrader for Breaking Property Changes in s&box

s&box Component Versioning lets you define upgraders for breaking changes like property renames or data structure changes. Upgrades are chained — if a component…

menu_bookDocumentation
May 20, 2026

Scene Metadata: ISceneMetadata for Queryable Scene and Prefab Data

The interface in s&box allows Components to save data that can be accessed without loading a Scene or cloning a Prefab. Metadata is accessible via or directly. …

terminalCode Example
May 4, 2026

Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable

ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…

codeAPI Reference
May 3, 2026

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 …

codeAPI Reference
May 12, 2026

s&box BaseToggle: Toggle state base class

Abstract base class for toggle state with [Sync] support and event callbacks. Properties Methods Usage Inherit from this class for any component that needs a sy…

menu_bookDocumentation
May 4, 2026

SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay

SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…

codeAPI Reference
May 12, 2026

s&box Propeller: Thruster-driven spinner

Propeller Component API Reference Propeller is a Component that spins a target model based on thruster output. The model spins around its local up axis proporti…

codeAPI Reference
May 4, 2026

s&box NetworkMode Enum and INetworkListener: Controlling Network Participation

s&box NetworkMode Enum: Controlling How GameObjects Are Networked controls how a participates in the network. Usage NetworkMode.Object The object has an owner (…

terminalCode Example
May 3, 2026

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…

menu_bookDocumentation
May 3, 2026

Post Processing System

Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…

terminalCode Example
May 5, 2026

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…

terminalCode Example
May 3, 2026

Physics Tracing Code Examples

Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods

codeAPI Reference
May 12, 2026

s&box ISpawner: Spawner interface

ISpawner Interface API Reference ISpawner describes something that can be spawned into the world. Implementations handle their own preview rendering and spawn l…

menu_bookDocumentation
May 3, 2026

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…

terminalCode Example
May 3, 2026

Camera and View Control

Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …