Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
Editor Widgets
Editor Widgets Build custom editor UI using Widgets (different from in-game Panels). Creating a Widget Widget as Window Widget as Child Dockable Widget Asset Ed…
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…
Input - s&box Gameplay Documentation
Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…
Editor Tools
Editor Tools Create custom tools for the s&box editor. Creating a Tool Scene Access Gizmo Drawing Preventing Selection Overlay UI Editor Project Setup Tools mus…
Input System: Button Queries, AnalogMove, AnalogLook, and Escape Override
Input is accessed using the class in s&box. It provides button state queries, analog stick/mouse values, and escape key handling for game components. Button Que…
Inspector Attributes: Group, Title, Icon, Range, InfoBox, Feature, and More
Inspector Attributes: Controlling How Properties Appear in the Editor s&box provides a rich set of attributes to control how component properties appear in the …
Input Glyphs: Device-Adaptive Button Icons for UI Hints
Input glyphs in s&box provide an easy way to show users which buttons to press for actions. They automatically adjust for whatever device is being used and retu…
s&box ClientInput: Input scope for controlled objects
Client input scope struct for routing input to controlled objects. Used by ControlSystem to redirect player input during chair/vehicle control. Static Propertie…
s&box ToolAction: Toolgun input binding
ToolAction Enums and ToolActionEntry API Reference ToolInput, InputMode, and ToolActionEntry are used by the toolgun system to bind actions to input slots with …
s&box ThrowType: Grenade throw distance
ThrowType Enum Documentation ThrowType is an enum that defines how a grenade is thrown by the HandGrenadeWeapon. It controls the throw distance and trajectory b…
Input System Overview: Button Queries, Analog Input, and Escape Override
The s&box Input class provides button queries, analog input, and escape key handling for gameplay. Button Queries Analog Input Custom Keys Configure input actio…
Custom Editors - s&box Editor Documentation
Custom Editors Custom editors let you create specialized inspector interfaces for your components and assets. Build custom widgets, property drawers, and full i…
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…
s&box Inspector Attributes: Complete Reference for Component Properties
s&box Inspector Attributes: Complete Reference for Component Properties These attributes control how properties appear in the s&box editor inspector. Display At…
Razor Panels - s&box Documentation
Official s&box documentation for Razor Panels - the UI layout system. Razor Panels use a familiar HTML-like syntax with C# code-behind for building game interfa…
Editor Shortcuts - s&box Editor Documentation
Editor Shortcuts Custom keyboard shortcuts make your editor tools more efficient. Shortcuts can be bound globally or to specific widgets. Creating a Static Shor…
Razor Panel Structure and Syntax
Razor Panel Structure s&box uses Razor syntax for UI panels with files and optional stylesheets. Basic Panel Component File Structure The Element The element is…
Sandbox.UI.Panel
Sandbox.UI.Panel Base class for UI panels. Overview Panel is the base class for all UI in s&box. Create panels using Razor (.razor) files or dynamically in code…
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…