Randomized Clothing for NPC Citizens using Dresser.Randomize() on Prefabs
Overview This demonstrates how to create NPC citizen prefabs with randomized clothing using the built-in component. Each time the prefab spawns or is enabled, i…
NetworkMode, NetworkFlags, OwnerTransfer, NetworkOrphaned — Complete Networking Enum Reference
NetworkMode, NetworkFlags, OwnerTransfer, and NetworkOrphaned — Complete Reference NetworkMode Controls how a is networked. Set via . Once a is a , only the hos…
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 …
s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload
s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
TextRenderer: 3D World Text, TextScope, Localization via # Prefix, Scale vs FontSize, and JsonUpgrader Pattern
TextRenderer: 3D World Text with Localization Support renders text in 3D world space using for font configuration. Basic Usage TextScope The property controls a…
Publishing Clothing - s&box Clothing Documentation
Publishing Clothing Publish clothing assets to sbox.game for players to use. Setting up your .Clothing File Create a clothing definition asset: Right-click in A…
Custom Assets: GameResource Definition with Inspector and Hotloading
Define custom asset types as in s&box. They provide inspector windows, are hotloaded in-game, and are stored as JSON files with custom extensions. Creating a Cu…
Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…
s&box Hints GameObjectSystem: UI hint queue
Hints GameObjectSystem Example Hints is a GameObjectSystem that manages the display of timed popup hints in the UI. It queues hints with delays and displays the…
Sync Properties: Networked State with Change Detection and Collections
The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…
Decals in s&box
Decals in s&box Decals are textures projected onto surfaces for bullet holes, graffiti, scorch marks, etc. Decal Component Add to a GameObject: DecalDefinition …
Custom GameResource Assets: Define, Create, and Access Custom Asset Types
Define custom asset types as subclasses. They get a nice inspector window, are hotloaded in-game, and are stored as JSON files with a custom extension. Creating…
WebSocket Connections with Auth Token Authentication in s&box
s&box supports WebSocket connections to external servers for custom networking or persistent data outside the local filesystem. Basic Connection and Messaging U…
Component Versioning: JsonUpgrader for Scene and Prefab Migration
s&box component versioning uses attributes and the property to migrate serialized scene/prefab data when you make breaking changes to component properties. This…
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…
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 …
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…