ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
Sandbox: UndoSystem — per-player undo stack with bounded history (128 steps)
UndoSystem — Per-Player Undo Stack The is a that maintains a per-player undo stack. Each entry holds a set of s that get destroyed when the undo is triggered. U…
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
NavMeshLink custom traversal — parabolic jump, ladder climb, and physics jump
NavMeshLink Custom Traversal connects two NavMesh points for agents to traverse (jumps, ladders, teleports). Default traversal linearly interpolates between sta…
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…
Performance Best Practices
s&box Performance Best Practices Community guide for writing performant s&box code based on engine behavior and developer recommendations. Object Pooling Avoid …
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Sandbox: Physgun — grab, freeze, launch, and pull mechanics
Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…
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 …
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…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
Sandbox: BaseBulletWeapon — hitscan shooting with BulletConfiguration, recoil, and IronSightsWeapon
BaseBulletWeapon — Hitscan Shooting with Recoil and Camera Noise extends and implements hitscan bullet firing with configurable aim cone, recoil, and camera noi…
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…
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
Reporting Errors - s&box Documentation
Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…
s&box IPlayerControllable: Player control interface
IPlayerControllable API Reference IPlayerControllable is an interface for Components that can be controlled by seated players through the ControlSystem. Type Si…
s&box WeaponConVars: Global weapon settings
WeaponConVars Static Class WeaponConVars is a static class that defines console variables controlling global weapon behavior in s&box. These ConVars can be set …
Decal component — projecting bullet holes, scorch marks, and surface details
Decal Component — Projecting Surface Marks projects a texture onto surfaces in the world. Use it for bullet holes, blood splats, scorch marks, graffiti, and any…
ConVar and ConCmd — console variables and commands with flags and game settings
ConVar and ConCmd — Console Variables and Commands and are s&box attributes for exposing variables and commands to the developer console. Console Commands Conso…
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…