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 …
Editor Shortcuts - s&box Editor Documentation
Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…
ActionGraph - s&box Documentation
Official s&box documentation for the ActionGraph system - visual scripting. ActionGraph provides node-based visual scripting for gameplay logic. Getting Started…
Exporting Standalone - s&box Documentation
Exporting Standalone ⚠️ Warning: Exporting standalone games is currently in preview. Distribution requires approval from Valve — we're working with them to open…
Undo System - s&box Editor Documentation
Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
Editor Widgets
Editor Widgets Build custom editor UI using Widgets (different from in-game Panels). Creating a Widget Widget as Window Widget as Child Dockable Widget Asset Ed…
Undo System
Undo System Implement undo/redo functionality in editor tools. Basic Scope Capturing GameObject Changes GameObjectUndoFlags Capturing Creations Capturing Destru…
Localization (i18n)
Localization (i18n) Support multiple languages using localization tokens. How It Works Use tokens starting with in UI strings. The system replaces them based on…
s&box Inspector Attributes: Complete Reference for Component Properties
s&box Inspector Attributes: Complete Reference for Component Properties These attributes control how properties appear in the s&box editor inspector. Display At…
Sandbox: Ownable component — prop protection with IPhysgunEvent and IToolgunEvent
Ownable Component — Prop Protection and Physgun/Toolgun Access Control The component tracks which spawned a . It implements and to enforce ownership checks when…
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…
Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents
Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …
Sandbox: CleanupSystem — full scene cleanup and per-player cleanup with Ownable
Sandbox CleanupSystem — Scene Cleanup and Per-Player Cleanup is a that handles cleaning up spawned objects. It distinguishes between "baseline" objects (part of…
Player Component with Static Accessors
Player Component Main player component that manages health, damage, camera, and interfaces with the inventory system. Static Accessors Key Properties HUD Visibi…
s&box ToolAction: Toolgun input binding
ToolAction Enums and ToolActionEntry API Reference ToolInput, InputMode, and ToolActionEntry are used by the toolgun system to bind actions to input slots with …
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…
Prefab instance overrides — customizing instances without breaking the prefab link
Prefab Instance Overrides Prefab instance overrides let you customize individual instances without affecting the original prefab or other instances. The instanc…
Sandbox: BanSystem — persistent ban list with INetworkListener.AcceptConnection
Sandbox BanSystem — Persistent Ban List with INetworkListener is a that implements to intercept incoming connections and reject banned players before they join.…
Scene setup checklist — minimum viable scene with lighting, post-processing, and physics
Scene Setup Checklist for New Projects A quick reference for the components every new s&box scene typically needs. Minimum Viable Scene Lighting Post-Processing…