s&box MCP Knowledgebase

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

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terminalCode Example
May 20, 2026

NavMesh Links: Custom Jump and Ladder Traversal for AI Agents

NavMesh Links connect disconnected NavMesh regions (jumps, ladders, teleports). By default agents linearly interpolate between endpoints, but you can implement …

menu_bookDocumentation
May 20, 2026

Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting

Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…

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. …

menu_bookDocumentation
May 20, 2026

Game Mounts: Creating Custom Asset Mounts for External Games

The s&box mount system is extensible — anyone can write a mount to add support for a new game or engine. A mount detects a game's install directory via Steam, s…

menu_bookDocumentation
May 20, 2026

Exporting Standalone: Royalty-Free Game Distribution via Steam

Export your s&box game as a standalone executable for distribution outside the s&box platform. Key Features Steam and beyond — publish to any storefront (must a…

menu_bookDocumentation
May 20, 2026

API Whitelist: Sandboxed Code Restrictions and Safe Alternatives

s&box uses a code whitelist to prevent access to classes and functions that could be used maliciously. Code that doesn't pass these checks will not be loaded in…

menu_bookDocumentation
May 20, 2026

Input Glyphs: Device-Adaptive Button Icons for UI Hints

Input glyphs in s&box provide an easy way to show users which buttons to press for actions. They automatically adjust for whatever device is being used and retu…

menu_bookDocumentation
May 20, 2026

Raw Input: Direct Keyboard Access Bypassing Input Actions

s&box provides raw keyboard input access that bypasses input actions. Only use this when input actions won't work — raw inputs cannot be rebound by players. Ava…

menu_bookDocumentation
May 20, 2026

Creating Post-Process Effects: BasePostProcess with Volume Blending and Shaders

Create custom post-processing effects in s&box by deriving from . This enables volume-based blending and custom shader rendering. The Component Key Methods GetW…

menu_bookDocumentation
May 20, 2026

Unit Tests: MSTest with Engine Initialization for Component Testing

s&box supports unit testing via a directory in your project. The engine auto-generates a test project when this directory exists (restart editor after creating …

terminalCode Example
May 3, 2026

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…

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 5, 2026

Editor - s&box Documentation

Editor The s&box Editor provides a modern interface for building games. Features Asset Previews - Thumbnails for models, materials, textures Custom Editors - Sp…

terminalCode Example
May 3, 2026

BaseWeapon and BaseCarryable Weapon Framework

BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…

menu_bookDocumentation
May 3, 2026

Component Lifecycle Methods Reference

Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…

codeAPI Reference
May 3, 2026

Player Event Interfaces (Local and Global)

Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …

terminalCode Example
May 3, 2026

DynamiteEntity Explosive Entity Pattern

DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…

terminalCode Example
May 3, 2026

BanSystem Pattern for Player Management

BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…

terminalCode Example
May 3, 2026

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. …

codeAPI Reference
May 3, 2026

GameManager.Spawn RPC with Ident Parsing

GameManager.Spawn RPC Broadcast RPC for spawning entities from string identifiers with automatic weapon pickup detection. Ident Format - Spawn a prop from asset…