ReloadSoundEntry record struct
ReloadSoundEntry Record Struct Defines a timed sound event to play during s&box weapon reload animations. Properties Time () - Seconds after reload starts to pl…
Doo: Visual Scripting Tasks — Running, Stopping, and Exposing Methods
Doo: Visual Scripting Tasks on Components is s&box's visual scripting system. A is a serializable list of executable blocks that can be run on a component. It i…
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…
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…
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-…
RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force
RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…
UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events
s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…
Prefab Spawning and Cloning
Prefab Spawning and Cloning Prefabs are reusable GameObject templates that can be instantiated at runtime. Creating Prefabs Create a GameObject in the scene wit…
Physics Tracing Code Examples
Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods
s&box Propeller: Thruster-driven spinner
Propeller Component API Reference Propeller is a Component that spins a target model based on thruster output. The model spins around its local up axis proporti…
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…
Camera and View Control
Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …
Ownership - s&box Networking Documentation
Ownership Network ownership determines which client or the host has authority over a networked GameObject. The owner controls synced properties and can send RPC…
Component Event Interfaces for Tool Interactions
Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …
Sandbox.GameResource
Sandbox.GameResource Base class for custom asset types. Overview GameResource is the base class for creating custom asset types that appear in the editor with f…
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
s&box ISpawner: Spawner interface
ISpawner Interface API Reference ISpawner describes something that can be spawned into the world. Implementations handle their own preview rendering and spawn l…
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …
VerletRope — rope physics with attachment, slack, and stiffness
VerletRope simulates rope physics using Verlet integration. The rope hangs from the GameObject's position and optionally attaches its end to another GameObject.…
Prefab Instance Overrides
Prefab Instance Overrides Customize individual prefab instances without affecting the original or other instances. Types of Overrides Visual Indicators Prefab i…