Component Lifecycle: Full Callback Order — OnAwake, OnEnabled, OnStart, OnUpdate, OnFixedUpdate, OnDisabled, OnDestroy
Component Lifecycle: Full Callback Order s&box components have a well-defined lifecycle. Understanding the exact order prevents subtle bugs. Callback Order Key …
s&box ManualLink: Logical link component
ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…
Trigger-Based Background Music Crossfade Framework
This pattern replaces area music with a small local-client music framework. Each zone requests a target , while one controller crossfades the currently playing …
s&box Component Lifecycle: Exact Execution Order and Internal Guards
s&box Component Lifecycle: Exact Execution Order and Internal Guards Derived directly from and in the s&box engine source. Execution Order **** — Called once wh…
s&box ICookieSource: Cookie persistence interface
ICookieSource API Reference ICookieSource is an interface for components that want to save their properties as cookies (persistent user preferences stored in Ga…
Execution Order - s&box Documentation
Execution Order Understanding the order in which component methods are called. Flowchart Component lifecycle follows a specific order: Constructor — Object crea…
Component execution order — OnAwake, OnStart, OnUpdate, OnFixedUpdate, and OnLateUpdate
Component Execution Order s&box calls component lifecycle methods in a defined order each frame. Understanding this order is essential for avoiding race conditi…
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…
GameResource: Custom Asset Types, PostLoad, PostReload, ResourceLibrary.Get, and Resource Networking
GameResource: Custom Asset Types, PostLoad, and Resource Networking is the base class for all JSON-based assets in s&box (prefabs, scene files, custom assets). …
Drag-and-drop system with static instance pattern
Drag-and-Drop System with Static Instance Pattern This example shows a drag-and-drop system using a static instance pattern for global state management and visu…
Component Methods: OnLoad, OnAwake, OnStart, OnUpdate, OnFixedUpdate Lifecycle
Component lifecycle methods you can override: OnLoad (async) Called after deserialization for loading. Loading screen stays open until all OnLoad tasks complete…
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…
Component Lifecycle Methods Reference
Component Lifecycle Methods s&box Components have a well-defined lifecycle with specific methods you can override for different phases of initialization and upd…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…
Debugging and Profiling Tips
Debugging and Profiling Tips Community guide for debugging s&box games based on official tools and developer recommendations. Console Commands Useful built-in c…
WebSockets
Use WebSockets for real-time communication with external servers. Basic Setup With Auth Token Common Use Cases Custom networking — External matchmaking, chat se…
Player Component with Static Accessors
Player Component Main player component that manages health, damage, camera, and interfaces with the inventory system. Static Accessors Key Properties HUD Visibi…