s&box LinkedGameObjectBuilder: Connected object collection
Utility class for collecting connected GameObjects. Used by the Duplicator to find all objects that should be included in a duplication. Properties Methods Beha…
Sandbox: Duplicator tool — copy, paste, and save contraptions with DuplicationData
Duplicator Tool — Copy, Paste, and Save Contraptions The Duplicator tool copies a contraption (a connected graph of GameObjects) to JSON and pastes it back. It …
s&box ISpawnerExtensions: Creating spawner instances
ISpawnerExtensions: Creating ISpawner Instances ISpawnerExtensions provides an extension method to create ISpawner instances from type strings, supporting vario…
s&box SelfCollisionSound: Single-surface collision sounds
SelfCollisionSound Component API Reference SelfCollisionSound is a Component that plays collision sounds only from this object's surface, preventing duplicate s…
GameManager.Spawn RPC with Ident Parsing
GameManager.Spawn RPC Broadcast RPC for spawning entities from string identifiers with automatic weapon pickup detection. Ident Format - Spawn a prop from asset…
LinkedGameObjectBuilder for Finding Connected Objects
LinkedGameObjectBuilder Utility class for building a set of connected GameObjects by traversing physics joints, constraints, and manual links. Class Definition …
Sandbox: UndoSystem — per-player undo stack with bounded history (128 steps)
UndoSystem — Per-Player Undo Stack The is a that maintains a per-player undo stack. Each entry holds a set of s that get destroyed when the undo is triggered. U…
Sandbox: LimitsSystem — server-side per-player spawn and tool limits via ConVars
LimitsSystem — Server-Side Spawn and Tool Limits is a that enforces configurable per-player limits on props, constraints, and tool entities. It listens to and .…
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…
Sandbox: Stacker tool — duplicate objects in a line or arc with StackAlignMode
Stacker Tool — Duplicate Objects in a Line or Arc The Stacker tool clones a selected object N times along a configurable axis with optional rotation and gap. It…
s&box ManualLink: Logical link component
ManualLink Component API Reference ManualLink is a Component that creates a non-physics logical link between two GameObjects, used by the Linker tool to group u…
s&box MorphState: Morph value persistence
MorphState Component API Reference MorphState persists morph values on a GameObject so they survive over the network and duplication. Type Signature Properties …
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…
Libraries - s&box Code Documentation
Libraries Libraries are reusable code packages you can share between projects or distribute to others. They provide a way to modularize your code and avoid dupl…
s&box SaveSystem: Scene save/load
SaveSystem GameObjectSystem API Reference SaveSystem is a saving/loading system that captures the differences between the current scene state and the original s…
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…
GameObjectFlags: DontDestroyOnLoad, NotNetworked, Absolute, and Destroy vs DestroyImmediate
GameObjectFlags: Controlling GameObject Behavior is a flags enum that controls special behaviors for GameObjects. Values Usage ```csharp // Survive scene loads …
Cheat Sheet: Quick Reference for s&box GameObjects, Components, and Debugging
Quick reference for common s&box operations across debugging, transforms, GameObjects, and Components. Debugging Transforms GameObjects Components
GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
Sandbox: SaveSystem — scene diff save/load with versioning and ISaveEvents
Sandbox SaveSystem — Scene Diff Save/Load The captures the difference between the current scene state and the original scene file. This means saves are compact …