NetworkHelper: Simplified Multiplayer Setup with Player Spawning
The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…
Math Types: Vector3, Rotation, Angles, and Transform
s&box provides several math types for 3D game development in the namespace. Vectors Vector2 — 2D (x, y) for screen/UI Vector3 — 3D (x, y, z) for world positions…
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…
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…
Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation
Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…
Post Processing System
Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…
Post-processing and camera setup — CameraComponent, PostProcessVolume, Bloom, DoF, and Film Grain
Post-Processing and Camera Setup CameraComponent Orthographic Camera Multiple Cameras (Priority) Higher priority renders on top. Use for split-screen, minimaps,…
BasePickup with ITriggerListener and ICollisionListener
BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…
NetworkOrphaned: Controlling What Happens to a Networked Object When Its Owner Disconnects
NetworkOrphaned: What Happens When an Owner Disconnects When a networked 's owner disconnects, the enum controls what happens to the object. Options How It Work…
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. …
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
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…
LocalData persistence for server-side data
LocalData Persistence in s&box LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban lists, …
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…