Scene.Load and Scene.LoadFromFile: Loading Scenes, DontDestroyOnLoad, and the Loading Sequence
Scene.Load and Scene.LoadFromFile: Loading Scenes Locally loads a scene file into the current scene. This is a local-only operation — it does not bring other cl…
Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More
Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …
Custom GameResource assets — defining asset types with ResourceLibrary and PostLoad registry
Custom GameResource Assets lets you define your own asset types with a custom file extension, inspector UI, and hot-reload support. Assets are JSON files under …
DisplayInfo: Querying s&box Type and Member Metadata (Title, Icon, Group, Tags)
DisplayInfo: Querying s&box Type and Member Metadata is an s&box struct that aggregates all display-related metadata from attributes on a type or member. The ed…
ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks
ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…
Custom editor tools — EditorTool, Gizmo drawing, scene tracing, and overlay UI
Custom Editor Tools Editor tools appear in the s&box toolbar and let you build scene editing workflows — painting, placement, custom gizmos. They must live in a…
Hotloading — live code reloading, IL fast path, and common pitfalls
Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…
Unit tests in s&box — MSTest setup, engine initialization, and component testing
Unit Tests in s&box s&box supports MSTest-based unit tests. Create a directory in your project folder and restart the editor — a test project is generated autom…
Making a Hat - s&box Clothing Documentation
Making a Hat Step-by-step guide to creating hat clothing for the Citizen character. Making Hats / Headwear Hats are worn on the head and don't need to deform wi…
s&box FuncMover: Moving and rotating objects
FuncMover Component API Reference FuncMover is a Component that moves and rotates a GameObject with configurable linear and rotational movement patterns. Type S…
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
s&box ServerSettings: Server-controlled settings
ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …
IHotloadManaged: Preserving and Restoring State Across s&box Hotloads
IHotloadManaged: Preserving State Across s&box Hotloads When a class is hotloaded in s&box, all live instances are replaced with new instances of the updated ty…
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…
Code Upgrader Diagnostics: SBOX001-SBOX007 and SB3000 Roslyn Analyzer Warnings
Code Upgrader Diagnostics: s&box Roslyn Analyzer Warnings s&box ships a Roslyn analyzer () that warns about deprecated patterns and auto-fixes them. These appea…
Doo: Visual Scripting Tasks — Running, Stopping, and Exposing Methods
Doo: Visual Scripting Tasks on Components is s&box's visual scripting system. A is a serializable list of executable blocks that can be run on a component. It i…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
[Sync] Attribute: SyncFlags.FromHost, SyncFlags.Interpolate, SyncFlags.Query — How Property Sync Works
[Sync] Attribute: SyncFlags and How Property Synchronization Works The attribute marks a component property for automatic network synchronization from the owner…
Download & Install - s&box Documentation
Download & Install Install Purchase s&box on Steam Install it via your Steam Library Launch s&box Launch After launching s&box, you will be presented with a men…