Sandbox.Color
Sandbox.Color RGBA color representation. Overview Color stores red, green, blue, and alpha values (0-1 range). Creation Named Colors Components Operations To/Fr…
s&box PointLightEntity: Controllable point light
PointLightEntity Component API Reference PointLightEntity is a controllable point light that can be toggled and configured via player input. It wraps a PointLig…
DecalDefinition: PBR Decal Assets with Color, Normal, and Parallax
A DecalDefinition in s&box holds what a single decal should look like. It describes color, normals, roughness, metalness, ambient occlusion, and optional parall…
Texture Generators - s&box Editor Documentation
Texture Generators Create procedural textures in code. Generate textures from shapes, gradients, text, or any algorithm. Creating a Generator Inherit from : Pro…
Shaders in s&box - HLSL and Shading Models
Shaders in s&box - HLSL and Shading Models Write custom shaders in HLSL with Source 2's shading models, render states, and GPU instancing support. Shader Develo…
BaseWeapon and BaseCarryable Weapon Framework
BaseWeapon and BaseCarryable - Weapon Framework Base classes for creating weapons in s&box. Provides ammo management, view/world models, and input handling. Bas…
Custom Editors
Custom Editors Create custom editor widgets for your classes, structs, and assets. ControlWidget (Property Editor) Create custom property editors using : Attrib…
s&box Tracer: Projectile trail renderer
Tracer Renderer Component API Reference Tracer is a Renderer component that creates a tracer effect (like bullet trails) that travels from its world position to…
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…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
Sandbox.Light
Sandbox.Light Illuminates the scene. Overview Light component adds dynamic lighting to GameObjects. Supports point, spot, and directional lights. Setup Light Ty…
Graphics.Draw, Blit, DrawText, DrawIcon, and GrabFrameTexture — Custom Rendering APIs
Graphics.Draw and Graphics.Blit: Custom Rendering in s&box provides low-level rendering APIs for drawing custom geometry, screen-space quads, and text. All call…
BasePostProcess: Custom Post-Processing with GetWeighted, BlitMode, and PostProcessVolume Blending
BasePostProcess<T>: Custom Post-Processing Effects with Volume Blending is the current (non-obsolete) base class for post-processing effects in s&box. It replac…
Post Processing System
Post Processing System Add visual effects like bloom, tonemapping, and film grain with post-processing volumes. Overview Post processing in s&box uses a volume-…
Shader Graph Getting Started: Visual Shader Editor in s&box
s&box Shader Graph is a visual scripting language that compiles to shader code. Accessible to beginners and useful for rapid prototyping by experienced shader d…
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…
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…
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…
s&box LineDefinition: Trail line resource
LineDefinition GameResource API Reference LineDefinition is a GameResource for trail line definitions used by the Trail tool. It implements IDefinitionResource …
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…