RealTime vs Time: Wall-Clock vs Scene Time — RealTimeSince, RealTimeUntil, GlobalNow, and SmoothDelta
RealTime vs Time: Wall-Clock vs Scene Time — When to Use Each s&box has two time systems. Choosing the wrong one is a common source of bugs. Time (Scene Time) ,…
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. …
Time Utilities: TimeSince, TimeUntil, and Frame-Rate Independence
s&box provides time utilities for cooldowns, countdowns, and frame-rate independent movement without manual bookkeeping. Time.Delta Seconds since last frame. Mu…
Performance Best Practices
s&box Performance Best Practices Community guide for writing performant s&box code based on engine behavior and developer recommendations. Object Pooling Avoid …
Sandbox.Http
Sandbox.Http HTTP request utilities. Overview Http provides asynchronous methods for making HTTP requests to external services. GET Request POST Request JSON Re…
Voice Component: Push-to-Talk, Lip Sync Visemes, ExcludeFilter, ShouldHearVoice, and Amplitude
Voice Component: Voice Chat, Lip Sync, and Viseme Morphs The component handles voice chat recording, transmission, and playback with optional lip sync. Basic Se…
RPC-based chat system with avatars and Steam filtering
RPC-Based Chat System with Avatar Support This example shows a complete chat system using Razor, RPC broadcasting, Steam filtering, and avatar display. Key Feat…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
PlayerData Component for Stats and Respawn
PlayerData Component Persistent player data component tracking stats (kills, deaths), respawn state, and providing connection lookup. Key Properties Connection …
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
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…