s&box SpriteRenderer: Billboard Modes, Animation Control, Broadcast Events, and Rendering Options
s&box SpriteRenderer: Animated Sprites, Billboard Modes, and Broadcast Events renders a asset in the s&box world with support for animation, billboarding, and f…
Physgun Grab State with Permission Checks
Physgun Grab State Pattern Implementation pattern for physgun object grabbing with ownership checks and IPhysgunEvent permissions. Key Features Sync'd GrabState…
Getting Started - s&box Documentation
Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …
s&box EntitySpawnerEntity: Entity spawner
EntitySpawnerEntity Component API Reference EntitySpawnerEntity is a world-placed SENT that spawns another SENT at its location. Can be triggered manually via p…
s&box DroppedWeapon: Weapon pickup
DroppedWeapon Component API Reference DroppedWeapon handles weapon pickup when a weapon is dropped in the world. Implements IPressable for interaction and Playe…
s&box ControlSystem: Chair control management
GameObjectSystem that manages chair control with seat priority sorting. Routes player input to controllable objects using ClientInput.PushScope(). Behavior Sort…
ControlSystem Pattern for Seat/Vehicle Control
ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
Console Variables and Commands: ConVar and ConCmd with Flags
Console variables () and commands () let you create tweakable settings and runnable commands accessible from the s&box console. Console Commands Static methods …
ISceneStartup: Host and Client Scene Initialization Events
is a scene event interface for listening to scene initialization on host and client. It runs when pressing play in editor, loading a game, or joining a server. …
Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization
s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …
Prefabs: Reusable GameObjects with Runtime Spawning via Clone
A prefab is a GameObject that can be used in multiple places — across scenes or instantiated at runtime. Assets Prefabs are saved as PrefabFile assets. To creat…
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…