Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
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…
ISceneCollisionEvents, IScenePhysicsEvents, ISceneLoadingEvents — Physics and Loading Callbacks
ISceneCollisionEvents and IScenePhysicsEvents: Physics Callbacks ISceneCollisionEvents Implement this interface on a component to receive collision callbacks. U…
Physics Tracing Code Examples
Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods
Video - s&box Media Documentation
Video s&box can decode and play video files for cutscenes, UI elements, or in-world displays. VideoPlayer The VideoPlayer decodes video and exposes frames as a …
Physics Events - s&box Physics Documentation
Physics Events Receive callbacks for physics events in the scene. IScenePhysicsEvents Implement this interface on a component to receive scene-wide physics even…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
s&box SelfCollisionSound: Single-surface collision sounds
SelfCollisionSound Component API Reference SelfCollisionSound is a Component that plays collision sounds only from this object's surface, preventing duplicate s…
Decal Component: Projected Surface Effects with Random Variety
The s&box Decal component draws decals in the game world. It supports multiple DecalDefinitions for random variety without extra code. Setup Add a Decal compone…
BuildHash pattern for Razor panel optimization
BuildHash Pattern for Razor Panel Optimization BuildHash is a method you can override in Razor panels to prevent unnecessary rebuilds when the underlying state …
TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs
The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…
s&box Rigidbody Component: Physics Body Reference
s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…
Collision and Triggers
Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…