PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration
PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…
Collider Component: Triggers, Surface Properties, Keyframe Bodies, Concave Shapes, and Tag Propagation
Collider Component: Triggers, Surface Properties, and Keyframe Bodies The abstract base class is the foundation for all physics colliders in s&box (, , , , ). T…
Terrain System
Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
Joint Components: HingeJoint Motor Modes, BreakForce, Body Resolution, and Joint Creation Timing
Joint Components: HingeJoint, FixedJoint, and the Joint Base Class s&box provides physics joint components for constraining physics bodies. All joints extend th…
Player Controller - s&box Scene Documentation
Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…
Collider types — Box, Sphere, Capsule, Model, Hull, Plane, and Trigger volumes
Collider Types s&box provides several collider components for physics shapes. All colliders can be set as triggers (no physical response, just overlap detection…