Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport
Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…
Door Component with IPressable Interface
Door Component with IPressable Map entity door with animated open/close using curves and the IPressable interface. Key Features AnimationCurve for smooth motion…
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
Chat UI Pattern with RPC Broadcasting
Chat UI with RPC Broadcasting A Razor UI component for game chat that handles local input, RPC broadcasting, Steam filtering, and automatic message expiration. …
Exporting Standalone - s&box Documentation
Exporting Standalone ⚠️ Warning: Exporting standalone games is currently in preview. Distribution requires approval from Valve — we're working with them to open…
Download & Install - s&box Documentation
Download & Install Install Purchase s&box on Steam Install it via your Steam Library Launch s&box Launch After launching s&box, you will be presented with a men…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
ActionGraph — visual scripting with action nodes, delegates, and C# integration
ActionGraph — Visual Scripting ActionGraph is s&box's visual scripting system. Nodes represent actions or expressions, and links carry values or signals between…
Indirect Light Volumes: Probe-Based Global Illumination and Bounce Lighting
Indirect Light Volumes in s&box use a grid of probes to sample indirect light from all directions. When rendering, the system interpolates between nearby probes…
Indirect Light Volumes (DDGI) — dynamic global illumination probe grid
Indirect Light Volumes (DDGI) places a probe grid for dynamic global illumination — light bouncing off surfaces tints nearby objects, and sunlight fades natural…
Mapping in s&box
Mapping in s&box s&box includes Hammer, the Source 2 level editor, for creating maps. Opening Hammer Main Menu → Tools → Hammer Or click Hammer icon in toolbar …
Sandbox.Log
Sandbox.Log Static logging class for console output. Overview Log messages appear in the editor console, in-game console (press ), and log files. Logging Method…
Mapping - s&box Editor Documentation
Mapping s&box includes Hammer, the Source 2 level editor, for creating maps and environments. Build worlds with brushes, props, lighting, and gameplay entities.…
s&box context menu with submenus and auto-positioning
s&box Context Menu with Submenus and Auto-Positioning This example shows a context menu system using s&box's Panel, Screen, and layout system with submenu build…
Storage UGC: User-Generated Content with Steam Workshop Integration
The s&box Storage system provides a unified way to manage user-generated content in your game. Each storage entry is a self-contained folder with its own filesy…
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…
Explore the Engine - s&box Documentation
Explore the Engine Learn how s&box works by exploring the testbed and understanding the core concepts. Play Testbed Start s&box (not the editor) and find the ga…
Testing Multiplayer: Local Multi-Instance Development Workflow
The best way to test multiplayer is having someone join your game, but s&box provides tools for solo testing. Spawning a New Instance Click the network status i…
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…