SkinnedModelRenderer: Animation Events (Footstep, Sound, Generic, AnimTag) and Sequence Playback
SkinnedModelRenderer Animation Events and Sequence Playback Animation Events exposes callbacks for animation events defined in the model's animation graph or se…
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…
Network Events - s&box Networking Documentation
Network Events Network events allow you to broadcast and listen for events across the network. Unlike RPCs which target specific objects, network events are glo…
s&box ISceneEvent: Scene-Wide and Per-Object Event Broadcasting
s&box ISceneEvent<T>: Scene-Wide and Per-Object Event Broadcasting is the base interface for all scene event systems. It provides static methods for broadcastin…
Scene Events: Interface-Based Broadcasting and Listening
s&box uses interface-based events to broadcast and listen to events within a scene. Events are sent to active Components and GameObjectSystems — they are NOT se…
Player Event Interfaces (Local and Global)
Local.IPlayerEvents and Global.IPlayerEvents Event interfaces for player lifecycle, damage, inventory, and camera events. Local fires to player hierarchy only; …
ActionGraph - Visual Scripting System
ActionGraph - Visual Scripting System Create game logic using node-based visual scripting without writing code. Overview ActionGraph lets you: Build gameplay lo…
Component Event Interfaces for Tool Interactions
Component Event Interfaces (IPhysgunEvent, IToolgunEvent) Event interfaces that allow components to respond to tool interactions. These use s&box's pattern for …
Physics Events - s&box Physics Documentation
Physics Events Receive callbacks for physics events in the scene. IScenePhysicsEvents Implement this interface on a component to receive scene-wide physics even…
s&box SpriteRenderer: Billboard Modes, Animation Control, Broadcast Events, and Rendering Options
s&box SpriteRenderer: Animated Sprites, Billboard Modes, and Broadcast Events renders a asset in the s&box world with support for animation, billboarding, and f…
ScenePhysicsSystem: Physics Sub-Stepping at 120Hz, Collision Event Routing, Keyframe Colliders, and Editor Physics
ScenePhysicsSystem: How Physics Steps Work in s&box is the built-in that drives physics simulation. Understanding it explains the physics step order and collisi…
ActionGraph Component Actions - s&box Documentation
ActionGraph Component Actions Add ActionGraph behavior directly to GameObjects using the ActionGraph component. Component Actions The ActionGraph component lets…
Physics Triggers: Enter, Exit Events and Polling in s&box
A trigger is a collider that detects when physics objects enter or exit it without blocking movement. Useful for pickup zones, death planes, checkpoints, and ar…
Sandbox: Map entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport
Sandbox Map Entities — Door, Button, FuncMover, TriggerPush, TriggerTeleport These components implement interactive map elements. They live in the namespace and…
Global.ISpawnEvents Spawn Event Interface
Global.ISpawnEvents Interface Scene-wide event interface for listening to spawn operations. Implement on components to receive pre/post spawn callbacks. Interfa…
s&box BaseCarryable.IEvent: World model events
BaseCarryable.IEvent Interface API Reference BaseCarryable.IEvent is an interface for receiving world model lifecycle events on carryable objects (weapons, item…
Sandbox: Player spawn flow with PlayerData, events, and NetworkSpawn
Player Spawn Flow in s&box Sandbox The Sandbox game uses a (a ) to handle player connections and spawning. Here's the full pattern: GameManager spawns players o…
s&box Global.ISpawnEvents: Spawn event callbacks
Global.ISpawnEvents Interface API Reference Global.ISpawnEvents is an interface for Components that want to listen to spawn events across the scene. Implement t…
SkinnedModelRenderer: Bone Merge, Animation Parameters, Sequences, Attachments, and Animation Events
SkinnedModelRenderer: Bone Merge, Animation Parameters, and Attachments extends for models with bones and animations. It integrates with the for threaded animat…
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…