Prefab Templates: Adding Custom Prefabs to the s&box Create Menu
s&box Prefab Templates let you add custom prefabs to the GameObject Create menu in the scene editor. Setup Enable "Show In Menu" on a Prefab File in the inspect…
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…
Input System Overview: Button Queries, Analog Input, and Escape Override
The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, Pre-Spawn Caching, and ClearParameters
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, and Pre-Spawn Caching stores animation parameters in a dictionary and applies them to t…
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…
Sync Properties - Complete Networking Guide
Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…
Chat UI Pattern with RPC Broadcasting
Chat UI with RPC Broadcasting A Razor UI component for game chat that handles local input, RPC broadcasting, Steam filtering, and automatic message expiration. …
NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box
NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…
s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting
s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…
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…
BaseConstraintToolMode for Constraint Tools
BaseConstraintToolMode Abstract Class Base class for two-stage constraint tools (weld, rope, elastic, etc.) with selection point handling. Class Overview Contro…
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 …
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
s&box ICameraSetup: Camera setup callbacks
ICameraSetup API Reference ICameraSetup is an interface for receiving callbacks during camera setup, allowing fine-grained control over camera effects before, d…
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 IKillIcon: Kill feed icon interface
IKillIcon API Reference IKillIcon is an interface for components that can display a kill icon in the kill feed or other UI elements. Type Signature Property - T…
Multiplayer Authority Patterns
Multiplayer Authority Patterns Community guide for structuring multiplayer code based on official networking documentation and proven patterns. Host-Authoritati…
Noclip MoveMode with Collision Toggle
Noclip MoveMode Implementation Custom movement mode for noclip/fly behavior with collision toggle. Key Patterns MoveMode inheritance — override , , priority — 1…
Physics joints — Fixed, Ball, Hinge, Slider, Spring, and Wheel
Physics Joints Joints connect two physics bodies together with constraints. All joint types are components added to a GameObject positioned at the joint's ancho…
Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars
LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…