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 "events" 113 results closeClear
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…

menu_bookDocumentation
May 3, 2026

Media Support - Video and Audio Codecs

Media Support - Video and Audio Codecs Video and audio codec/format support for playback, streaming, and encoding. Video Codecs Recommendation: Use VP9 or AV1 f…

codeAPI Reference
May 12, 2026

s&box Ownable: Ownership tracking component

Ownable Component API Reference Ownable is a Component that tracks which Connection (player) spawned a GameObject, enabling prop protection and ownership checks…

menu_bookDocumentation
May 4, 2026

NetworkObject: Ownership, Proxy State, and Automatic Culling

NetworkObject Ownership, Proxy State, and Culling Derived from in the s&box engine source. Ownership Model Every networked has a (internal) that tracks: **** — …

terminalCode Example
May 3, 2026

CleanupSystem Pattern for Map Reset and Scene Management

CleanupSystem - Scene State Management and Map Cleanup A that captures the baseline scene state and allows resetting the map to its original state. Removes spaw…

menu_bookDocumentation
May 4, 2026

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…

codeAPI Reference
May 12, 2026

s&box IToolActionEvents: Tool action callbacks

IToolActionEvents Interface API Reference IToolActionEvents allows listening to tool actions across the scene. Implement this on a Component to receive callback…

menu_bookDocumentation
May 4, 2026

ISceneLoadingEvents: Async Scene Load Hooks with BeforeLoad, OnLoad, and AfterLoad

ISceneLoadingEvents: Async Scene Load Hooks Implement on a to hook into the scene loading pipeline. The game waits for async tasks to complete before proceeding…

menu_bookDocumentation
May 4, 2026

ISceneCollisionEvents, IScenePhysicsEvents, ISceneLoadingEvents — Physics and Loading Callbacks

ISceneCollisionEvents and IScenePhysicsEvents: Physics Callbacks ISceneCollisionEvents Implement this interface on a component to receive collision callbacks. U…

terminalCode Example
May 4, 2026

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…

menu_bookDocumentation
May 20, 2026

IScenePhysicsEvents: Pre and Post Physics Step Hooks

lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 4, 2026

GameObject.Network Accessor — IsProxy, IsOwner, TakeOwnership, DropOwnership, Refresh, and IGameObjectNetworkEvents

GameObject.Network Accessor — Ownership, Spawning, and Proxy Detection is a that provides all network-related operations for a . It always resolves to the netwo…