s&box Game Static Class: Core Game State and Operations
s&box Game Static Class: Core Game State and Operations The static class provides global access to core game state, utilities, and operations. Scene Management …
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, Cookies, and Core State Properties
Game Static Class: ActiveScene, ChangeScene, TypeLibrary, and Core State The static class is the primary entry point for global game state in s&box. Core State …
System Requirements - s&box Documentation
System Requirements Recommended OS: Windows 10 or Windows 11 Processor: Quad-core processor Memory: 16 GB RAM Graphics: NVIDIA GTX 1060 or AMD RX 580 Storage: 5…
File System - s&box Assets Documentation
File System s&box provides several file systems for different purposes - data persistence, mounted content, and organization. File Systems Data File System For …
Sandbox.Rotation
Sandbox.Rotation Represents 3D orientation. Overview Rotation stores an orientation in 3D space, handling quaternion math internally. Creation Constants Applyin…
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
Project Structure Recommendations
Project Structure Recommendations Community guide for organizing s&box projects based on Facepunch examples and successful community projects. Recommended Folde…
Sandbox: Physgun — grab, freeze, launch, and pull mechanics
Physgun — Grab, Freeze, Launch, and Pull Mechanics The Physgun () is a that lets players grab, move, freeze, and launch physics objects. It uses a struct to tra…
Sandbox.Vector3
Sandbox.Vector3 3D vector for positions, directions, and offsets. Overview Vector3 is the primary type for 3D coordinates and directions in s&box. Creation Cons…
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…
Sandbox.Angles
Sandbox.Angles Euler angles (yaw, pitch, roll) representation. Overview Angles stores rotation as yaw, pitch, and roll in degrees — easier to work with than qua…
Sandbox: Full codebase architecture — systems, player components, weapons, tools, NPCs
Sandbox Codebase Architecture Overview The Facepunch Sandbox game is a large reference implementation. Here's a map of the major systems and how they connect. C…
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…
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…
SceneAnimationSystem: Threaded Animation, Bone Merge Order, Procedural Bones, and Ragdoll Physics Step
SceneAnimationSystem: Threaded Animation Updates and Bone Merge Order drives all animation updates. It runs at (after , before ). Threading Model Animation upda…
PlayerController: Physics-Based Character with Events Interface
The component is a physics-based first/third person player controller. Add it to a scene and be running around with no programming required. Core Features Physi…
Particle Effects: CPU-Simulated Programmable Particle System
The s&box particle system is CPU-simulated (multithreaded) and fully programmable via components. You can emit particles manually, iterate and modify them at ru…
File System: Sandboxed Virtual Filesystems for Data Persistence
Standard .NET access is restricted in s&box. Instead, use the provided virtual filesystems that sandbox access to specific game directories. Available File Syst…
PlayerController: Built-in First/Third Person Controller with Physics, Input, and Camera
The PlayerController component is a first and third person player controller built into s&box. It is physics-based (a special RigidBody) with built-in input, ca…
Building a Networked Radio System with 3D Audio and Sync
Building a functional, interactive, and multiplayer-compatible radio system in s&box requires coordinating networked replication, local 3D audio handles, extern…