IPlayerControllable example: ThrusterEntity
IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …
s&box HydraulicEntity: Hydraulic piston
HydraulicEntity Component API Reference HydraulicEntity is a Component that implements IPlayerControllable for hydraulic pistons. It controls a SliderJoint to e…
Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate
Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…
s&box DroppedWeapon: Weapon pickup
DroppedWeapon Component API Reference DroppedWeapon handles weapon pickup when a weapon is dropped in the world. Implements IPressable for interaction and Playe…
s&box DynamiteEntity: Explosive entity
DynamiteEntity Component API Reference DynamiteEntity is a Component that implements IPlayerControllable and IDamageable for an explosive entity. It can be trig…
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
Scene.Push(), BatchGroup(), FindInPhysics, and FindAllWithTag — Scene Context Management
Scene.Push() and Scene.BatchGroup(): Scene Context Management Scene.Push() makes a scene the active scene for the duration of a scope. This is required when cre…
Scene Object Index: How Scene.GetAll Works — Type Hierarchy Indexing, Update Sets, and Hotload Safety
Scene Object Index: How Scene.GetAll<T> Works and Why It's Fast is the primary way to find all active components or systems of a type in the scene. Understandin…
Nameplate Component with Voice Activity
Nameplate with Voice Activity A Razor component that displays player nameplates above characters with voice chat visualization. Implementation SCSS Example Key …
s&box PostProcessManager: Post-processing resource management
PostProcessManager API Reference PostProcessManager is a GameObjectSystem that manages post-processing resources with preview, toggle, and camera attachment. Ty…
s&box Global.ISaveEvents: Save/load event callbacks
Global.ISaveEvents Interface API Reference Global.ISaveEvents is an interface for Components that want to listen to SaveSystem events. Implement to receive call…
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude
Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
RPC Security: How s&box Validates Incoming RPCs — Attribute Check, Permission Flags, Kick on Unauthorized
RPC Security: How s&box Validates Incoming RPCs Understanding how s&box validates incoming RPCs is important for writing secure multiplayer code. Validation Ste…
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…
GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate
GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …
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…
DynamiteEntity Explosive Entity Pattern
DynamiteEntity - Simple Explosive Entity A simple explosive entity that can be triggered via damage or player input. Demonstrates , , and prefab cloning pattern…
Editor Tools
Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…