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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
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menu_bookDocumentation
May 4, 2026

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…

terminalCode Example
May 3, 2026

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…

menu_bookDocumentation
May 5, 2026

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, …

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

terminalCode Example
May 3, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

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 …

menu_bookDocumentation
May 20, 2026

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. …

menu_bookDocumentation
May 20, 2026

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): …

menu_bookDocumentation
May 20, 2026

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…

menu_bookDocumentation
May 20, 2026

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…