Reporting Errors - s&box Documentation
Reporting Errors How to report bugs and issues with s&box. Issue Tracker Report bugs on the s&box issue tracker: Search existing issues first Create a new issue…
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…
LocalData static class: Server-side data persistence
LocalData Static Class API Reference LocalData provides server-side data persistence that survives server restarts. It's useful for storing configuration, ban l…
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…
Sandbox.Http
Sandbox.Http HTTP request utilities. Overview Http provides asynchronous methods for making HTTP requests to external services. GET Request POST Request JSON Re…
Working with Models and Rendering
Guide to displaying 3D models in s&box. ModelRenderer Component Loading Models SkinnedMeshRenderer (Animated Models) Dynamic Model Creation LODs (Level of Detai…
Code Basics - s&box Documentation
Code Basics C# is the primary programming language for s&box. The engine uses modern .NET with hotloading support, allowing you to see code changes instantly wi…
s&box MountMetadata: Mount fallback rendering
MountMetadata Component API Reference MountMetadata is attached to mount-spawned props to show a graceful bounding box and hint the player which game it's from …
s&box networking gotchas — IsProxy, Sync, Authority, NetworkSpawn, and culling
s&box Networking Gotchas Common mistakes when building multiplayer games in s&box. IsProxy vs IsAuthority is true on all clients that don't own the object. Alwa…
Hotloading — live code reloading, IL fast path, and common pitfalls
Hotloading — Live Code Reloading s&box recompiles and live-reloads your assembly whenever you save a or file. You don't need to restart the editor for most chan…
s&box Hotload System: How Code Reloading Works, SkipHotload, ConVar Persistence, and NetworkObject.OnHotload
s&box Hotload System: How Code Reloading Works s&box supports live code reloading (hotload) without restarting the game. Understanding how it works helps avoid …
Getting Started - s&box Documentation
Getting Started S&box is coded in C#. Under the hood, it uses the Source 2 engine (CS2, HL:Alyx, DOTA2) and some of its systems: rendering, resources, physics, …
Hotloading - s&box Documentation
Hotloading Whenever you save a code file in your project (.cs or .razor files), we recompile and attempt to live-reload the changed assembly. This lets you quic…
API Whitelist: Sandboxed Code Restrictions and Safe Alternatives
s&box uses a code whitelist to prevent access to classes and functions that could be used maliciously. Code that doesn't pass these checks will not be loaded in…
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…
Inspector property attributes — Range, Group, ShowIf, Title, Feature, and more
Inspector Property Attributes Attributes control how component properties appear in the s&box editor inspector. Apply them alongside on your component fields to…
HTTP Requests - s&box Networking Documentation
HTTP Requests s&box provides an HTTP client for making web requests to external APIs. This is useful for fetching data, submitting scores to custom backends, or…
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…
Sandbox.Json
Sandbox.Json JSON serialization utilities. Overview Json provides methods for serializing objects to JSON and parsing JSON strings. Serialize Deserialize Parse …