Sandbox.Log
Sandbox.Log Static logging class for console output. Overview Log messages appear in the editor console, in-game console (press ), and log files. Logging Method…
s&box PhysicalProperties: Physical property persistence
PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…
Sandbox.Http
Sandbox.Http HTTP request utilities. Overview Http provides asynchronous methods for making HTTP requests to external services. GET Request POST Request JSON Re…
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
WebSockets - s&box Networking Documentation
WebSockets s&box supports WebSocket connections for real-time communication with external servers. Use for custom networking, persistent data, or integrating wi…
Common s&box component gotchas — physics, networking, scene, and rendering pitfalls
Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…
Working with Models and Rendering
Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…
s&box built-in component quick reference — rendering, physics, navigation, UI, and audio
s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…
s&box PostProcessResource: Post-processing effect GameResource
PostProcessResource GameResource API Reference PostProcessResource is a GameResource that defines a post-processing effect with a prefab, used by the PostProces…
s&box AmmoResource: Shared ammo type GameResource
AmmoResource GameResource API Reference AmmoResource is a GameResource that defines a type of ammo that can be shared across weapons. Weapons that reference the…
s&box BalloonDefinition: Balloon type GameResource
BalloonDefinition GameResource API Reference BalloonDefinition is a GameResource that defines a balloon type with a prefab, used by the Balloon tool to spawn ba…
s&box BasePickup: Pickup item base
BasePickup Abstract Class API Reference BasePickup is an abstract Component for items that can be picked up by players. Implements ITriggerListener and ICollisi…
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…
s&box SnapGrid: World-space snap grid overlay
SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…
s&box Tracer: Projectile trail renderer
Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…
SceneCamera: World-to-Screen, Screen-to-World, Render Hooks, and Camera Properties
SceneCamera: World-to-Screen, Screen-to-World, and Render Hooks is the main camera class in s&box. It wraps a native frustum and provides coordinate conversion,…
Editor Tools
Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
IHotloadManaged: Preserving and Restoring State Across s&box Hotloads
IHotloadManaged: Preserving State Across s&box Hotloads When a class is hotloaded in s&box, all live instances are replaced with new instances of the updated ty…