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…
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…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
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 NavigationLayer: NPC navigation
NPC behavior layer that handles navigation using NavMeshAgent. Provides movement commands and status tracking. Properties Methods Behavior Uses NavMeshAgent for…
Sandbox.VrAnchor
Sandbox.VrAnchor Locks VR player position. Overview VrAnchor locks the player's playspace to a GameObject's transform. Essential for seated VR, vehicles, and ro…
NavMesh Agent: AI Pathfinding with Crowd Avoidance
The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…
Moving a SceneObject with Transform in s&box
Use to move a SceneObject each frame in s&box. This moves the object forward at 100 units per second. Prefer over direct manipulation of the SceneObject for net…
BeamEffect: Animated Line Renderer for Tracers, Lasers, and Beams
The BeamEffect in s&box is an animated LineRenderer for creating beams, tracers, and lasers. It supports multiple beams, fade over time, scale over time, and te…
Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove
Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…
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…
NetList and NetDictionary: Delta Sync, OnChanged Callbacks, Write Guard, and CanWriteChanges
NetList and NetDictionary: Networked Collections with Delta Sync and are s&box networked collection types for use with . They only send changes (deltas) over th…
PolygonMesh — procedural block meshes with per-face materials and vertex editing
PolygonMesh — Procedural Block Meshes s&box includes a API for creating and editing meshes at runtime or in editor tools. The editor's block mesh tools use this…
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, Pre-Spawn Caching, and ClearParameters
SkinnedModelRenderer Animation Parameters: Set, SetIk, SetLookDirection, and Pre-Spawn Caching stores animation parameters in a dictionary and applies them to t…
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…
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…
Sandbox: Physgun — grab, freeze, launch, and pull mechanics
Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…
Undo System - s&box Editor Documentation
Undo System The undo system allows you to make editor actions reversible. Users can press Ctrl+Z to undo changes made by your tools. Scope Based Undo Create an …
Beams - s&box Rendering Documentation
Beams Beam effects create animated lines between points - useful for lasers, lightning, energy beams, and trails. BeamEffect Component Create beams using the Be…
NavMesh Areas — blocking and cost-modifying regions for AI pathfinding
NavMesh Areas components modify NavMesh generation and agent pathfinding costs within a defined region. Use them to create no-go zones, water areas, or danger z…