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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codeAPI Reference
May 12, 2026

Throwable enum

Throwable Enum Types of throwable weapons for s&box viewmodel animation selection. Values HEGrenade - High-explosive grenade SmokeGrenade - Smoke grenade StunGr…

menu_bookDocumentation
May 5, 2026

Sync Properties - Complete Networking Guide

Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…

menu_bookDocumentation
May 5, 2026

Dedicated Servers - s&box Documentation

Official s&box documentation for dedicated server hosting. Dedicated Servers covers running s&box games on headless servers. Running Local Projects explains tes…

codeAPI Reference
May 12, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 3, 2026

Property Attributes for Editor Inspector

Property Attributes for Editor Inspector Property attributes customize how fields appear and behave in the s&box editor inspector. Organization Attributes Visib…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 5, 2026

Movie Maker - s&box Documentation

Official s&box documentation for the Movie Maker - cinematic recording and editing. Movie Maker provides tools for creating cinematic sequences and gameplay rec…

terminalCode Example
May 11, 2026

UIDecal Component - Render Razor UI as a Decal

A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…

menu_bookDocumentation
May 4, 2026

GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State

GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …

menu_bookDocumentation
May 20, 2026

Triggers: Non-Blocking Collision Detection with ITriggerListener

A trigger is a collider that detects when other physics objects enter or exit it without blocking their movement. Useful for pickup zones, death planes, checkpo…

terminalCode Example
May 3, 2026

Collision and Triggers

Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…

menu_bookDocumentation
May 4, 2026

NetworkSpawn, Ownership Transfer, and Network.Refresh in s&box

NetworkSpawn and Ownership Transfer in s&box Spawning a Networked Object Ownership Transfer Modes (OwnerTransfer) Taking and Dropping Ownership Checking Ownersh…

menu_bookDocumentation
May 4, 2026

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…

menu_bookDocumentation
May 4, 2026

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode and RequireComponent

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode Reference Components provide convenient lookup methods for finding other compone…