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
Results for "Enabled == true" 66 results closeClear
menu_bookDocumentation
May 12, 2026

s&box GamePreferences: User preferences

GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…

menu_bookDocumentation
May 12, 2026

s&box NpcConVars: Global NPC AI settings

NpcConVars Static Class NpcConVars is a static class that defines console variables controlling global NPC AI behavior in s&box. These ConVars can be set via co…

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 12, 2026

s&box ServerSettings: Server-controlled settings

ServerSettings Static Class ServerSettings is a static class that defines server-controlled settings replicated to all clients. These ConVars control game-wide …

terminalCode Example
May 5, 2026

RadiusDamage — explosion area damage with IDamageable, occlusion, and physics force

RadiusDamage Component is a built-in s&box component that applies damage to all objects within a sphere. It integrates with the system and can apply outward phy…

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 12, 2026

s&box WeaponConVars: Global weapon settings

WeaponConVars Static Class WeaponConVars is a static class that defines console variables controlling global weapon behavior in s&box. These ConVars can be set …

terminalCode Example
May 3, 2026

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…

codeAPI Reference
May 4, 2026

s&box Inspector Attributes: Complete Reference for Component Properties

s&box Inspector Attributes: Complete Reference for Component Properties These attributes control how properties appear in the s&box editor inspector. Display At…

menu_bookDocumentation
May 4, 2026

Sandbox: Weld tool — FixedJoint constraint with EasyMode rotation

Sandbox Weld Tool — Constraint Creation with EasyMode Rotation The Weld tool creates constraints between two GameObjects. It has an EasyMode that lets the playe…

terminalCode Example
May 4, 2026

Sandbox: ToolMode system — creating custom Tool Gun modes

ToolMode System — Creating Custom Tool Gun Modes is the base class for all Tool Gun tools in Sandbox. Tools are components on the Toolgun and are enabled/disabl…

codeAPI Reference
May 12, 2026

s&box ScriptedEntity: Custom entity GameResource

ScriptedEntity GameResource API Reference ScriptedEntity is a GameResource that defines a spawnable entity with a prefab, used by the spawn menu to create custo…

menu_bookDocumentation
May 4, 2026

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…

menu_bookDocumentation
May 4, 2026

Network Visibility Culling: AlwaysTransmit, INetworkVisible, CullDelay, and PVS-Based Object Culling

Network Visibility Culling: How s&box Decides What to Send to Each Client s&box has a built-in network visibility culling system that avoids sending updates for…

menu_bookDocumentation
May 4, 2026

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…

codeAPI Reference
May 12, 2026

s&box PointLightEntity: Controllable point light

PointLightEntity Component API Reference PointLightEntity is a controllable point light that can be toggled and configured via player input. It wraps a PointLig…

menu_bookDocumentation
May 4, 2026

s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload

s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …

terminalCode Example
May 3, 2026

ControlSystem Pattern for Seat/Vehicle Control

ControlSystem - Seat/Vehicle Control Management A that manages control transfer between players and seated entities (vehicles, chairs). Handles input routing an…

terminalCode Example
May 3, 2026

Working with Models and Rendering

Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…

terminalCode Example
May 4, 2026

Sandbox: NPC system — Schedule, Task, and Layer architecture

NPC System — Schedule, Task, and Layer Architecture The Sandbox NPC system uses a layered architecture: Layers handle continuous behaviours (navigation, senses,…