s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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Results for "overrides" 203 results closeClear
menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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) ,…

menu_bookDocumentation
May 4, 2026

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…

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

terminalCode Example
May 12, 2026

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…

terminalCode Example
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 12, 2026

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 …

codeAPI Reference
May 12, 2026

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 …

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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…

codeAPI Reference
May 12, 2026

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 …

menu_bookDocumentation
May 20, 2026

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…