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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
Results for "physics" 167 results closeClear
menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

IScenePhysicsEvents: Pre and Post Physics Step Hooks

lets Components or GameObjectSystems wrap logic around the physics step. Implement it when you have systems that work closely with physics and need to run code …

menu_bookDocumentation
May 4, 2026

Rigidbody Component: Networked Velocity, Proxy Physics Simulation, Impact Damage, and SmoothMove

Rigidbody Component: Networking, Velocity Sync, and Proxy Physics Simulation The component is the primary way to add physics simulation to a . It implements and…

menu_bookDocumentation
May 4, 2026

ISceneCollisionEvents, IScenePhysicsEvents, ISceneLoadingEvents — Physics and Loading Callbacks

ISceneCollisionEvents and IScenePhysicsEvents: Physics Callbacks ISceneCollisionEvents Implement this interface on a component to receive collision callbacks. U…

terminalCode Example
May 5, 2026

ModelPhysics — ragdolls and per-bone physics simulation

ModelPhysics — Ragdolls and Per-Bone Physics drives physics simulation per bone on a skinned model. Use it for ragdolls, destructible characters, and physics-dr…

menu_bookDocumentation
May 4, 2026

PlayerController: Architecture, Ground Detection, Jump System, WishVelocity Sync, and Physics Step Integration

PlayerController: Architecture, Ground Detection, and Jump System is the built-in s&box character movement component. It uses a internally and implements to hoo…

groupsCommunity
May 5, 2026

s&box built-in component quick reference — rendering, physics, navigation, UI, and audio

s&box Component Quick Reference A cheat sheet of the most commonly used built-in components and what they do. Rendering Lighting Physics Navigation UI Audio Gam…

menu_bookDocumentation
May 5, 2026

Player Controller - s&box Scene Documentation

Player Controller The Player Controller component provides character movement for games. It handles physics-based movement, ground detection, jumping, and camer…

codeAPI Reference
May 3, 2026

Sandbox.PhysicsWorld

Sandbox.PhysicsWorld Access to the physics simulation. Overview PhysicsWorld provides access to the physics simulation, including gravity, time step, and broad …

menu_bookDocumentation
May 4, 2026

s&box Rigidbody Component: Physics Body Reference

s&box Rigidbody Component: Physics Body Reference adds physics simulation to a . It requires at least one component on the same object. Key Properties Force and…

terminalCode Example
May 3, 2026

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

menu_bookDocumentation
May 4, 2026

Collider Component: Triggers, Surface Properties, Keyframe Bodies, Concave Shapes, and Tag Propagation

Collider Component: Triggers, Surface Properties, and Keyframe Bodies The abstract base class is the foundation for all physics colliders in s&box (, , , , ). T…

terminalCode Example
May 3, 2026

Rigidbody Physics

The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity

terminalCode Example
May 5, 2026

Collider types — Box, Sphere, Capsule, Model, Hull, Plane, and Trigger volumes

Collider Types s&box provides several collider components for physics shapes. All colliders can be set as triggers (no physical response, just overlap detection…

codeAPI Reference
May 12, 2026

s&box PhysicalProperties: Physical property persistence

PhysicalProperties Component API Reference PhysicalProperties is a Component that persists physical properties (mass, gravity, health) across duplication and ne…

menu_bookDocumentation
May 4, 2026

SceneAnimationSystem: Threaded Animation, Bone Merge Order, Procedural Bones, and Ragdoll Physics Step

SceneAnimationSystem: Threaded Animation Updates and Bone Merge Order drives all animation updates. It runs at (after , before ). Threading Model Animation upda…

menu_bookDocumentation
May 3, 2026

Terrain System

Terrain System Create expansive outdoor environments with real-time terrain editing, heightmap import, and multi-layer materials. Features Creating Terrain Add …

terminalCode Example
May 4, 2026

Sandbox: NPC system — Schedule, Task, and Layer architecture

NPC System — Schedule, Task, and Layer Architecture The Sandbox NPC system uses a layered architecture: Layers handle continuous behaviours (navigation, senses,…

menu_bookDocumentation
May 4, 2026

Prop Component: Procedural Components, Damage System, Gib Spawning, and DamageInfo Patterns

Prop Component: Procedural Physics, Gibs, Damage, and Network Patterns The component is a high-level s&box component that automatically creates , , and componen…