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…
s&box SaveSystem: Scene save/load with metadata and event hooks
SaveSystem API Reference SaveSystem is a GameObjectSystem that captures differences between the current scene state and the original scene, enabling save/load f…
s&box Throwable: Grenade type enum
Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…
Cloud Assets: Referencing and Runtime Mounting from sbox.game
s&box provides access to a large library of cloud assets (models, textures, sounds) hosted on sbox.game. Assets are downloaded and cached automatically — no man…
Sandbox.Ray
Sandbox.Ray Infinite ray for intersection tests. Overview Ray represents an infinite line starting from a point and extending in a direction. Used for raycastin…
s&box HUD: UI scale factor
HUD Static Class HUD is an internal static class that provides a scale factor for UI elements based on screen resolution. It ensures UI elements scale proportio…
s&box ManualLink: Logical link component
ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…
Razor Panel Structure and Syntax
Razor Panel Structure s&box uses Razor syntax for UI panels with files and optional stylesheets. Basic Panel Component File Structure The Element The element is…
Components - s&box Documentation
Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …
RPC Messages - s&box Documentation
RPC Messages Components can contain RPCs. An RPC is a function that when called, is called remotely too. Supported RPC arguments are the exact same as Sync prop…
Sandbox.VrAnchor
Sandbox.VrAnchor Locks VR player position. Overview VrAnchor locks the player's playspace to a GameObject's transform. Essential for seated VR, vehicles, and ro…
s&box IKillIcon: Kill feed icon interface
IKillIcon API Reference IKillIcon is an interface for components that can display a kill icon in the kill feed or other UI elements. Type Signature Property - T…
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, Pre-Spawn Caching, and ClearParameters
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, and Pre-Spawn Caching stores animation parameters in a dictionary and applies them to t…
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…
Sandbox.BBox
Sandbox.BBox Axis-aligned bounding box. Overview BBox represents an axis-aligned box in 3D space. Used for collision, bounds checking, and spatial queries. Crea…
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…
Sandbox.Light
Sandbox.Light Illuminates the scene. Overview Light component adds dynamic lighting to GameObjects. Supports point, spot, and directional lights. Setup Light Ty…
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
Connection Class: Local, Host, All, Find, Permissions, Kicking, and Visibility Origins
Connection Class: Local, Host, All, Find, and Permissions represents a network connection to a player. It's the primary way to identify and interact with player…
Sandbox.Angles
Sandbox.Angles Euler angles (yaw, pitch, roll) representation. Overview Angles stores rotation as yaw, pitch, and roll in degrees — easier to work with than qua…