s&box ICookieSource: Cookie persistence interface
ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…
MainThread.Queue: Running Code on the Main Thread from Worker Threads
MainThread.Queue: Running Code on the Main Thread from Worker Threads s&box is single-threaded for game logic. If you have code running on a worker thread (e.g.…
s&box IDefinitionResource: Resource metadata interface
IDefinitionResource API Reference IDefinitionResource is an interface for game resources that have display metadata (title and description). Type Signature Prop…
IDefinitionResource interface
IDefinitionResource Interface Interface for s&box game resources that have title and description metadata. Properties Title () - Display title for the resource …
Input Glyphs: Device-Adaptive Button Icons for UI Hints
Input glyphs in s&box provide an easy way to show users which buttons to press for actions. They automatically adjust for whatever device is being used and retu…
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…
s&box IToolInfo: Tool information display interface
IToolInfo API Reference IToolInfo is an interface for providing tool information display in the UI, such as in the spawn menu or tool selector. Type Signature P…
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…
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…
BaseCarryable.IEvent interface
BaseCarryable.IEvent Interface Scene event interface for world model lifecycle events on s&box carryable items. Methods OnCreateWorldModel Called when the world…
Scene lighting setup — DirectionalLight, PointLight, SpotLight, SkyBox, AmbientLight, and Fog
Scene Lighting Setup s&box lighting is built from components. A typical scene needs a directional light (sun), ambient light, and a skybox. Directional Light (S…
Component Event Interfaces for Tool Interactions
Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …
Spatial audio components — SoundPoint, SoundBox, SoundscapeTrigger, DspVolume, and AudioListener
Spatial Audio Components s&box provides several components for placing audio in the world. All are alternatives to for persistent, positioned audio sources. Sou…
Networked Objects: Spawning, Network Modes, and Interpolation
Any GameObject can become networked by calling . It will then be sent to all clients and can have Sync Properties and RPC Messages. Spawning a Networked Object …
PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…
s&box DamageInfo: Extensible Damage Data Class and IDamageable Interface
s&box DamageInfo: Extensible Damage Data Class is a class (not a struct) so it can be subclassed for game-specific damage types. Definition Usage IDamageable In…
Component.OnLoad: Async Loading Pattern — LoadingContext, Scene.IsLoading, and Loading Screen Integration
Component.OnLoad: Async Loading Pattern for Components Components can perform async loading work by overriding . This is the correct way to load resources async…
Door Component with IPressable Interface
Door Component with IPressable Map entity door with animated open/close using curves and the IPressable interface. Key Features AnimationCurve for smooth motion…
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor
s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…