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-…
CameraNoiseSystem example: Camera effects
CameraNoiseSystem Example: Camera Effects CameraNoiseSystem is a GameObjectSystem that applies temporary camera effects (shake, noise, etc.) by implementing ICa…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
s&box PostProcessResource: Post-processing effect GameResource
PostProcessResource GameResource API Reference PostProcessResource is a GameResource that defines a post-processing effect with a prefab, used by the PostProces…
PostProcessVolume: Camera-Based Effect Blending with Box, Sphere, and Infinite Modes
The component in s&box applies post-processing effects to cameras inside its volume. Effect components can be on the same GameObject or child GameObjects. Volum…
s&box RollermineNpc: Physics-driven NPC
RollermineNpc Class API Reference RollermineNpc is a physics-driven NPC that chases players, leaps at them, and bounces off dealing damage on contact. Implement…
s&box PostProcessGroup: Post-process categories
PostProcessGroup Enum Documentation PostProcessGroup is an enum that categorizes post-processing effects for organization in the spawn menu and asset browser. I…
Sandbox.ParticleEffect
Sandbox.ParticleEffect Controls particle system playback. Overview ParticleEffect is the root component for playing particle effects (.vpcf files). Setup Playba…
Sandbox: CameraNoiseSystem — screen shake, punch, and recoil with ICameraSetup
CameraNoiseSystem — Screen Shake, Punch, and Recoil Effects is a that implements to apply camera noise effects (shake, punch, recoil) each frame. Effects are in…
Particle Effect system — emitters, manual emission, and custom controllers
Particle Effect System s&box particles are CPU-simulated and fully programmable. A particle system is built from three component types on the same GameObject: (…
Particle Effect - s&box Documentation
Official s&box documentation for Particle Effects - visual effects system. Particle Effect creates visual effects using GPU-accelerated particles. The system su…
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…
Post Processing - s&box Documentation
Official s&box documentation for Post Processing - full-screen visual effects. Post Processing applies effects to the entire rendered image. Creating PostProces…
s&box CameraNoiseSystem: Camera noise manager
GameObjectSystem that manages camera noise effects. Implements ICameraSetup to apply noise during camera rendering. Behavior Maintains a list of active BaseCame…
s&box ICameraSetup: Camera render hooks
Interface for camera setup hooks that allow fine-grained control over camera effects. Implement to modify the camera at specific stages of the render pipeline. …
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…
s&box ICameraSetup: Camera setup callbacks
ICameraSetup API Reference ICameraSetup is an interface for receiving callbacks during camera setup, allowing fine-grained control over camera effects before, d…
TemporaryEffect: Auto-Cleanup for Particle and Sound Prefabs
The TemporaryEffect component in s&box is added to prefabs containing ParticleEffects and Sounds. It automatically deletes the GameObject after all particles ar…
s&box EnvironmentShake: Camera shake component
Component that creates camera shake effects based on distance and time curves. Implements ICameraSetup to apply rotation noise during PostSetup. Properties Prop…
TemporaryEffect Component: Auto-Destroy, ITemporaryEffect, BecomeOrphan, and Editor Behavior
TemporaryEffect Component: Auto-Destroy with ITemporaryEffect Support destroys a after a set time, optionally waiting for child effects (particles, sounds) to f…