s&box MCP Knowledgebase

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

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Results for "GameObjectSystem" 56 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

GameObjectSystem with [Sync] and RPCs: Networked Scene-Level State

GameObjectSystem with [Sync]: Networked Scene-Level State supports properties just like components. However, there is a key difference: all properties on a are …

groupsCommunity
May 4, 2026

Sandbox: Full codebase architecture — systems, player components, weapons, tools, NPCs

Sandbox Codebase Architecture Overview The Facepunch Sandbox game is a large reference implementation. Here's a map of the major systems and how they connect. C…

menu_bookDocumentation
May 5, 2026

GameObjectSystem — scene-wide systems with stage-ordered execution and static access

GameObjectSystem — Scene-Wide Systems is a base class for scene-level systems that need to run at specific points in the frame — before or after physics, render…

menu_bookDocumentation
May 20, 2026

GameObjectSystem: Batch Processing and Execution Order Control

A GameObjectSystem lets you run logic at specific points during the frame for all components of a type, rather than relying on individual component Update metho…

menu_bookDocumentation
May 20, 2026

GameObjectSystem: Scene-Level Batch Processing Systems in s&box

A in s&box is a scene-level system that performs work at specific points during the frame. Automatically instantiated when a scene is created — no manual setup …

terminalCode Example
May 12, 2026

s&box Hints GameObjectSystem: UI hint queue

Hints GameObjectSystem Example Hints is a GameObjectSystem that manages the display of timed popup hints in the UI. It queues hints with delays and displays the…

menu_bookDocumentation
May 5, 2026

GameObjectSystem - s&box Scene Documentation

GameObjectSystem GameObjectSystems are global systems that operate on groups of GameObjects. Unlike Components which are attached to single GameObjects, systems…

terminalCode Example
May 12, 2026

CameraNoiseSystem example: Camera effects

CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…

menu_bookDocumentation
May 20, 2026

ISceneStartup: Scene Initialization Events for Host and Client Setup

The event interface in s&box allows Components and GameObjectSystems to listen to scene startup events. These run when pressing play in editor, loading a game, …

terminalCode Example
May 3, 2026

BanSystem Pattern for Player Management

BanSystem - Player Ban Management A GameObjectSystem that manages player bans with persistent storage. Demonstrates , persistence, and RPC commands. Implementat…

menu_bookDocumentation
May 4, 2026

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…

menu_bookDocumentation
May 4, 2026

ISceneStartup: OnHostPreInitialize, OnHostInitialize, OnClientInitialize — Scene Initialization Hooks

ISceneStartup: Scene Initialization Hooks for GameObjectSystems provides callbacks for scene initialization events. It is intended for implementations, not comp…

menu_bookDocumentation
May 4, 2026

ISceneCollisionEvents, IScenePhysicsEvents, ISceneLoadingEvents — Physics and Loading Callbacks

ISceneCollisionEvents and IScenePhysicsEvents: Physics Callbacks ISceneCollisionEvents Implement this interface on a component to receive collision callbacks. U…

menu_bookDocumentation
May 20, 2026

Component Execution Order: Lifecycle Flow and GameObjectSystem Ordering

s&box component execution order determines when lifecycle methods are called. You should not rely on the order in which the same callback gets invoked for diffe…

menu_bookDocumentation
May 4, 2026

Sandbox: CleanupSystem — full scene cleanup and per-player cleanup with Ownable

Sandbox CleanupSystem — Scene Cleanup and Per-Player Cleanup is a that handles cleaning up spawned objects. It distinguishes between "baseline" objects (part of…

menu_bookDocumentation
May 4, 2026

Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents

Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …

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 4, 2026

Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars

LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…

terminalCode Example
May 4, 2026

Sandbox: UndoSystem — per-player undo stack with bounded history (128 steps)

UndoSystem — Per-Player Undo Stack The is a that maintains a per-player undo stack. Each entry holds a set of s that get destroyed when the undo is triggered. U…