s&box ServerSettings: Replicated server-controlled settings
ServerSettings API Reference ServerSettings is a static class for server-controlled settings that are replicated to all clients. Type Signature Example Property…
s&box DupeMovement: Duper movement types
s&box DupeMovement Enum DupeMovement is an enum that describes the type of movement a duper contraption is designed for. This metadata helps users understand ho…
ConVar and ConCmd: Console Variables and Commands in s&box
ConVar and ConCmd: Console Variables and Commands s&box uses and attributes on static properties and methods to expose them to the console system. ConVar (Conso…
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…
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 …
Hotloading - s&box Documentation
Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…
Connection Permissions - s&box Networking Documentation
Connection Permissions Connection permissions control what clients can do in your multiplayer game. Set permissions for spawning objects, using tools, or perfor…
s&box PostProcessGroup: Post-process categories
PostProcessGroup Enum Documentation PostProcessGroup is an enum that categorizes post-processing effects for organization in the spawn menu and asset browser. I…
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 …
Code Generation - s&box Documentation
Official s&box documentation for Code Generation - compile-time code generation. Code Generation covers the source generator system in s&box. The generator crea…
UIDecal Component - Render Razor UI as a Decal
A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…
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 …
Console Variables - s&box Documentation
Official s&box documentation for Console Variables (ConVar) and Console Commands (ConCmd). ConVar creates variables that can be modified through the console and…
Steam filtering API for user content sanitization
Steam Filtering API in s&box s&box provides Steam filtering APIs to sanitize user-generated content like names and chat messages. This helps prevent profanity, …
Hotloading Pitfalls: Default Values, Types, Delegates, and Optimization
s&box hotloads code changes live when you save or files. Understanding the pitfalls helps avoid subtle bugs during development. How It Works IL Hotload (Fast): …
Unit Tests - s&box Documentation
Official s&box documentation for Unit Tests - automated testing. Unit Tests covers writing and running tests for s&box code. Tests can verify component behavior…
Navigation: Recast NavMesh Generation and Pathfinding in s&box
s&box implements Recast Navigation (the industry standard used in Unreal, Unity, and Godot) for navmesh generation and navigation agents. What is a NavMesh? A s…
Hotloading: Live Code Reload Without Editor Restart in s&box
s&box hotloading recompiles and live-reloads code when you save or files, without restarting the editor. How It Works IL Hotload (Fast): If only method bodies c…
Binary Serialization - s&box Documentation
Official s&box documentation for Binary Serialization - efficient data storage. Binary Serialization saves data in compact binary format. The system handles ver…
s&box JSONObject Save Data Helper for Components
This s&box-focused sample shows how to programmatically construct and deconstruct JSON for component save data. It is useful for player saves, world unlock stat…