s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
HTTP Requests
s&box provides the static class for asynchronous HTTP requests. Allowed URLs Domains only (no IP addresses) permitted on ports: 80, 443, 8080, 8443 Use command …
Razor Panels: HTML/CSS UI with C# in s&box
s&box UI can be created using Razor syntax — web-like HTML/CSS combined with C#. Panels are not rendered via a HTML renderer; the syntax is a convenience layer …
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. …
Code Cheat Sheet: Quick Reference for GameObjects, Components, and Transforms
Quick reference for common s&box operations covering debugging, transforms, GameObjects, and Components. Useful when you know what you want to do but not the ex…
UndoSystem: Per-player undo functionality
UndoSystem: Per-Player Undo Functionality This example shows the UndoSystem which provides per-player undo stacks for tracking spawned objects and allowing play…
GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State
GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …
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…
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…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
s&box UndoSystem: Per-player undo stacks
GameObjectSystem that provides per-player undo stacks with 128-step limit. Tracks GameObjects for destruction on undo. Classes PlayerStack Per-player undo stack…
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
File System - s&box Assets Documentation
File System s&box provides several file systems for different purposes - data persistence, mounted content, and organization. File Systems Data File System For …
Achievements and Services
s&box provides built-in services for achievements, stats, and leaderboards. Achievements Unlock an Achievement Achievement Types Stat-based - Auto-unlock when s…
Drag-and-drop system with static instance pattern
Drag-and-Drop System with Static Instance Pattern This example shows a drag-and-drop system using a static instance pattern for global state management and visu…
Sandbox: Duplicator tool — copy, paste, and save contraptions with DuplicationData
Duplicator Tool — Copy, Paste, and Save Contraptions The Duplicator tool copies a contraption (a connected graph of GameObjects) to JSON and pastes it back. It …
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
Leaderboards API
Implement leaderboards using s&box Services API. Submitting Scores Reading Leaderboards Leaderboard Entry Properties Web API Access Query leaderboards from exte…
s&box ResourceLibrary: Loading and Accessing Game Resources
s&box ResourceLibrary: Loading and Accessing Game Resources (and ) provides access to all loaded resources. Loading Resources ```csharp // Synchronous get (retu…