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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

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Results for "components" 432 results closeClear
menu_bookDocumentation
May 5, 2026

Components - s&box Documentation

Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

ComponentFlags: Hidden, NotSaved, NotNetworked, NotCloned — Controlling Component Behavior

ComponentFlags: Controlling Component Serialization, Networking, and Visibility is a flags enum on that controls how a component behaves in the editor, serializ…

menu_bookDocumentation
May 4, 2026

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode and RequireComponent

Component.GetComponent, GetComponentInChildren, GetComponentInParent — FindMode Reference Components provide convenient lookup methods for finding other compone…

terminalCode Example
May 11, 2026

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…

menu_bookDocumentation
May 4, 2026

Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable, INetworkVisible

Component Marker Interfaces: ExecuteInEditor, DontExecuteOnServer, IDamageable, INetworkSpawn, IPressable s&box uses marker interfaces nested inside the class t…

menu_bookDocumentation
May 4, 2026

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 …

menu_bookDocumentation
May 4, 2026

FindMode and Component Lookup: GetComponent, GetAll, ComponentList, and Hierarchy Search

FindMode and Component Lookup: GetComponent, GetAll, and ComponentList s&box uses a flags enum to control how component searches traverse the hierarchy. Underst…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns

Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…

groupsCommunity
May 5, 2026

s&box built-in component quick reference — rendering, physics, navigation, UI, and audio

s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 3, 2026

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…

codeAPI Reference
May 12, 2026

s&box IPlayerControllable: Player control interface

IPlayerControllable API Reference IPlayerControllable is an interface for Components that can be controlled by seated players through the ControlSystem. Type Si…

menu_bookDocumentation
May 4, 2026

Scene Object Index: How Scene.GetAll Works — Type Hierarchy Indexing, Update Sets, and Hotload Safety

Scene Object Index: How Scene.GetAll<T> Works and Why It's Fast is the primary way to find all active components or systems of a type in the scene. Understandin…

menu_bookDocumentation
May 20, 2026

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…

codeAPI Reference
May 12, 2026

s&box PhysicalProperties: Physical property persistence

PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…

menu_bookDocumentation
May 5, 2026

Component Events - s&box Scene Documentation

Component Events Components can broadcast and listen for events. This provides a decoupled way for components to communicate without direct references. Event In…

menu_bookDocumentation
May 20, 2026

Component Interfaces: IDamageable, ICollisionListener, ExecuteInEditor

s&box provides several built-in component interfaces for physics, damage, networking, and editor execution. ExecuteInEditor Runs component methods (OnAwake, OnE…

menu_bookDocumentation
May 4, 2026

Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks

Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…