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s&box MCP Knowledgebase

Documentation, API references, code examples and community knowledge for s&box development.

library_books 595 entries menu_book 352 Documentation code 133 API Reference terminal 100 Code Example groups 10 Community
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codeAPI Reference
May 12, 2026

s&box LimitsSystem: Spawn and tool limits

LimitsSystem GameObjectSystem API Reference LimitsSystem enforces configurable limits on spawning and tool usage. Maintains a per-player tracked object list pop…

menu_bookDocumentation
May 20, 2026

Leaderboard Web API: Public REST Endpoint with Aggregation and Filtering

The s&box leaderboard Web API is publicly accessible for querying player rankings based on stats. Endpoint Parameters stat — stat name to base the leaderboard o…

menu_bookDocumentation
May 20, 2026

UI Style Properties: CSS Reference with Custom Pseudo-Classes and Sound Events

s&box UI styling follows web CSS conventions with some differences. Everything is flex by default. Key custom properties include / for hover/click sounds, , and…

groupsCommunity
May 5, 2026

Common s&box component gotchas — physics, networking, scene, and rendering pitfalls

Common s&box Component Gotchas Practical pitfalls that catch most new s&box developers. Physics Rigidbody + CharacterController on the same GO — don't do it. Th…

groupsCommunity
May 5, 2026

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…

menu_bookDocumentation
May 4, 2026

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR — Runtime Context in s&box

Application Context Flags: IsDedicatedServer, IsHeadless, IsEditor, IsVR is a static class in s&box that exposes runtime context flags. These are set at startup…

menu_bookDocumentation
May 5, 2026

Scene Metadata - s&box Scene Documentation

Scene Metadata You can implement the interface in any Component that has data you'd like saved to Metadata. Metadata is data that can be accessed without needin…

menu_bookDocumentation
May 20, 2026

Custom GameResource Assets: Define, Create, and Access Custom Asset Types

Define custom asset types as subclasses. They get a nice inspector window, are hotloaded in-game, and are stored as JSON files with a custom extension. Creating…

menu_bookDocumentation
May 20, 2026

NetworkHelper: Simplified Multiplayer Setup with Player Spawning

The NetworkHelper component simplifies multiplayer setup. It handles server creation, player spawning, and object ownership. Creating a Server Set to true and a…

menu_bookDocumentation
May 5, 2026

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 …

terminalCode Example
May 4, 2026

Sandbox: BaseWeapon — ammo system, reload, shoot delay, and IPlayerControllable

BaseWeapon — Ammo, Reloading, and Firing Pattern extends and adds ammo management, reloading, and a shoot delay system. It implements so it can also be used fro…

menu_bookDocumentation
May 3, 2026

Network Ownership System

Network Ownership System Control who simulates and updates networked GameObjects with the ownership system. Ownership Basics Every networked object has an Owner…