s&box StackDirection: Stacker tool directions
s&box StackDirection Enum StackDirection is an enum used by the Stacker tool to specify which axis to stack objects along. It defines the six cardinal direction…
Input - s&box Gameplay Documentation
Input s&box provides a comprehensive input system that handles keyboard, mouse, and gamepad input. The input system uses named actions defined in your project s…
Collision and Triggers
Working with physics collisions and trigger volumes. Collision Components Basic Collision Trigger Volumes Triggers detect overlap without blocking movement: Col…
Sandbox: ThrusterEntity and WheelEntity — contraption propulsion with ClientInput bindings
ThrusterEntity and WheelEntity — Contraption Propulsion Components Both and implement and use properties so players can bind them to keys from a vehicle seat. T…
Sandbox.Transform - Position, Rotation and Scale
Sandbox.Transform Position, rotation, and scale combined. Overview Transform combines position, rotation, and scale into a single matrix for efficient calculati…
Sandbox: ControlSystem — vehicle seat and contraption control with IPlayerControllable
ControlSystem — Vehicle Seat and Contraption Control is a that drives components on contraptions. When a player sits in a , the system walks the connected contr…
Components - s&box Documentation
Components A Component is added to a GameObject to provide functionality. This functionality can vary wildly. You could add a component that renders a model at …
IPlayerControllable example: ThrusterEntity
IPlayerControllable Example: ThrusterEntity ThrusterEntity demonstrates how to implement IPlayerControllable for a thruster that responds to player input while …
Sandbox.Rotation
Sandbox.Rotation Represents 3D orientation. Overview Rotation stores an orientation in 3D space, handling quaternion math internally. Creation Constants Applyin…
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…
Moving a SceneObject with Transform in s&box
Use to move a SceneObject each frame in s&box. This moves the object forward at 100 units per second. Prefer over direct manipulation of the SceneObject for net…
ControlSystem: Vehicle seat control with IPlayerControllable
ControlSystem: Vehicle Seat Control with IPlayerControllable This example shows the ControlSystem which manages vehicle seat control, sorting seats by occupatio…
s&box IPlayerControllable: Player control interface
IPlayerControllable API Reference IPlayerControllable is an interface for Components that can be controlled by seated players through the ControlSystem. Type Si…
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…
BulletConfiguration record struct
BulletConfiguration Record Struct Configuration for s&box bullet weapon behavior including damage, spread, and recoil. Properties Damage () - Base damage per bu…
s&box Input System: Down, Pressed, Released, AnalogLook, AnalogMove, Input Contexts, and Suppression
s&box Input System: Actions, Contexts, and How Input State Works The s&box static class provides all player input querying. Actions are defined in the project's…
Physics Tracing Code Examples
Physics Tracing Code Examples Raycast and shape trace examples using — the builder pattern for physics queries. TraceResult Properties Builder Pattern Methods
Input Handling Code Examples
Input Handling Code Examples Comprehensive input examples covering buttons, analog sticks, mouse, controller, and VR input. Default Input Actions
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: (…
s&box BallSocketPair: Hydraulic ball socket visual
BallSocketPair Component API Reference BallSocketPair is a Component that aligns two ball socket models towards each other and updates a line renderer between t…