Collision and Triggers
Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…
Playing Sounds: SoundEvent, SoundHandle, and GameObject Audio in s&box
s&box provides several ways to play sounds in code: fire-and-forget at a world position, control via SoundHandle, attach to a GameObject, or use scene component…
Network Events: INetworkListener and INetworkSpawn Interfaces
React to players joining and leaving by implementing or on a component in the scene. INetworkListener Example Spawn a player object when someone joins: INetwork…
Network Helper
Network Helper Pre-built component for common multiplayer scenarios. What It Does NetworkHelper handles typical multiplayer setup: Auto-creates server if enable…
BanSystem Pattern for Player Management
BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…
IScenePhysicsEvents: Pre and Post Physics Step Hooks
lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …
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…
BaseConstraintToolMode for Constraint Tools
BaseConstraintToolMode Abstract Class Base class for two-stage constraint tools (weld, rope, elastic, etc.) with selection point handling. Class Overview Contro…
Razor Panels: HTML/CSS UI with C# in s&box PanelComponent System
s&box Razor Panels use web-like HTML/CSS syntax with C# for UI creation. Panels are rendered natively (not via HTML renderer) — the syntax is a convenience laye…
Post Processing - s&box Documentation
Official s&box documentation for Post Processing - full-screen visual effects. Post Processing applies effects to the entire rendered image. Creating PostProces…
Editor Shortcuts - s&box Editor Documentation
Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…
GameObject: Transform, Tags, Children, and Components
A represents an object in the scene world. It contains a Transform, Tags, Children, and Components. Transform Represents where the GameObject is in the scene — …
GameObjectSystem: Scene-Level Batch Processing Systems in s&box
A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
Camera and View Control
Working with cameras and player viewpoints in s&box. Main Camera Access Creating a Player Camera First-Person Camera Screen to World Ray World to Screen Camera …
Particle Effect - s&box Documentation
Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…
Prefab Templates: Adding Custom Prefabs to the s&box Create Menu
s&box Prefab Templates let you add custom prefabs to the GameObject Create menu in the scene editor. Setup Enable "Show In Menu" on a Prefab File in the inspect…
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…
ConVar and ConCmd — console variables and commands with flags and game settings
ConVar and ConCmd — Console Variables and Commands and are s&box attributes for exposing variables and commands to the developer console. Console Commands Conso…
s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …