GameObjectSystem: Auto-Instantiation, Host-Controlled [Sync], RPCs, Stage Hooks, and Configuration Priority
GameObjectSystem: Auto-Instantiation, [Sync] Properties, and RPCs is a scene-level singleton that is automatically instantiated once per scene. Every non-abstra…
SyncFlags.Interpolate: How Networked Property Interpolation Works — Supported Types, InterpolationBuffer, and Delay
SyncFlags.Interpolate: How Networked Property Interpolation Works When is applied to a property, proxy clients receive a smoothed value between network ticks ra…
NavMeshAgent: MoveTo, WishVelocity Pattern, Off-Mesh Links, Area Constraints, and Path Queries
NavMeshAgent: Navigation, WishVelocity, Links, and Path Control is the s&box component for AI navigation using the scene's navmesh. It uses DotRecast (Detour/Cr…
GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta
RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible
Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…
s&box ServerSettings: Replicated server-controlled settings
ServerSettings API Reference ServerSettings is a static class for server-controlled settings that are replicated to all clients. Type Signature Example Property…
s&box WaterVolume: Buoyancy physics for water volumes
WaterVolume API Reference WaterVolume is a Component that applies buoyancy physics to Rigidbody objects entering a trigger volume. Type Signature Physics Implem…
s&box ISpawner: Spawner interface
ISpawner Interface API Reference ISpawner describes something that can be spawned into the world. Implementations handle their own preview rendering and spawn l…
RPC-based chat system with avatars and Steam filtering
RPC-Based Chat System with Avatar Support This example shows a complete chat system using Razor, RPC broadcasting, Steam filtering, and avatar display. Key Feat…
Automatic water volume setup with buoyancy physics
Automatic Water Volume Setup with Buoyancy This example shows automatic attachment of WaterVolume components to colliders tagged "water" and buoyancy physics im…
s&box EmitterEntity: Particle emitter entity
EmitterEntity Component API Reference EmitterEntity is a world-placed SENT that spawns and controls a particle/VFX emitter. The emitter prefab is defined by a S…
s&box TVEntity: Camera feed display
TVEntity Component API Reference TVEntity is a TV screen entity that displays the feed from a linked CameraEntity. Use the Linker tool to connect a Camera to th…
s&box Throwable: Grenade type enum
Throwable Enum Documentation Throwable is an enum that defines the type of throwable weapon for viewmodels. It is used by the ViewModel component to specify whi…
s&box EaseType: Animation easing functions
EaseType Enum Documentation EaseType is an enum that defines easing functions for animated hydraulic movement. It is used by HydraulicEntity to control how the …
s&box TaskBase: NPC task base class
Abstract base class for NPC tasks. Tasks are executed as part of a Schedule and return a TaskStatus to indicate their state. Properties Methods TaskStatus Enum …
s&box ScheduleBase: NPC schedule base class
Abstract base class for NPC schedules. A schedule executes a sequence of tasks with cancellation support. Properties Methods Behavior Executes tasks sequentiall…
s&box NavigationLayer: NPC navigation
NPC behavior layer that handles navigation using NavMeshAgent. Provides movement commands and status tracking. Properties Methods Behavior Uses NavMeshAgent for…
s&box SensesLayer: NPC environmental scanning
NPC behavior layer that handles awareness and environmental scanning. Caches visible/audible objects by tag for efficient querying. Properties Methods Behavior …
Network Ownership: Transfer, IsProxy, and Orphaned Modes
Networked GameObjects can be owned by a connection. The owner simulates the object — controlling its position and sync properties. Unowned objects are simulated…