s&box ScriptedEntity: Custom entity GameResource
ScriptedEntity GameResource API Reference ScriptedEntity is a GameResource that defines a spawnable entity with a prefab, used by the spawn menu to create custo…
GameObjectSystem — scene-wide systems with stage-ordered execution and static access
GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…
s&box WeaponConVars: Global weapon settings
WeaponConVars Static Class WeaponConVars is a static class that defines console variables controlling global weapon behavior in s&box. These ConVars can be set …
s&box GamePreferences: User preferences
GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…
Networking State in s&box: IsHost, IsClient, IsActive, and Lobby Management
Networking State in s&box: IsHost, IsClient, IsActive Understanding the networking state is critical for writing correct multiplayer code in s&box. Key Properti…
Raw Input: Direct Keyboard Access Bypassing Input Actions
s&box provides raw keyboard input access that bypasses input actions. Only use this when input actions won't work — raw inputs cannot be rebound by players. Ava…
Throwable enum
Throwable Enum Types of throwable weapons for s&box viewmodel animation selection. Values HEGrenade - High-explosive grenade SmokeGrenade - Smoke grenade StunGr…
Dedicated Servers: Running Local Projects with Hidden Serverside Code
s&box dedicated servers can run entirely local projects as the game using the command line argument: Assets are still fetched from the cloud version of the game…
Binary Serialization: BlobData for Large GameResource Data Storage
When JSON files grow too large in s&box, you can store data as a binary blob using the class. This works with GameResource assets and provides custom serializat…
Video: VideoPlayer Decoding and VideoWriter Encoding with Streaming Support
s&box provides VideoPlayer for decoding video and VideoWriter for encoding video frames. VideoPlayer Decodes video files or URLs, exposing the current frame as …
Sandbox: Full codebase architecture — systems, player components, weapons, tools, NPCs
Sandbox Codebase Architecture Overview The Facepunch Sandbox game is a large reference implementation. Here's a map of the major systems and how they connect. C…
Creating Terrain: Heightmap Setup, World Scale, and Asset Reuse
To add Terrain to your s&box scene, right-click in the Hierarchy and select 3D Object → Terrain. The inspector prompts you to create, import, or link an existin…
Execution Order - s&box Documentation
Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…
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…
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…
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…