s&box BasePickup: Trigger and collision-based pickup system
BasePickup API Reference BasePickup is an abstract Component for creating trigger or collision-based pickups (weapons, ammo, items). Type Signature Required Com…
s&box BasePickup: Pickup item base
BasePickup Abstract Class API Reference BasePickup is an abstract Component for items that can be picked up by players. Implements ITriggerListener and ICollisi…
Sandbox: PlayerInventory — weapon slots, pickup, drop, and loadout persistence
Sandbox PlayerInventory — Weapon Slots, Pickup, Drop, and Loadout Persistence manages up to 6 weapon slots, handles pickup/drop logic, and delegates loadout sav…
s&box DroppedWeapon: Weapon pickup
DroppedWeapon Component API Reference DroppedWeapon handles weapon pickup when a weapon is dropped in the world. Implements IPressable for interaction and Playe…
BasePickup with ITriggerListener and ICollisionListener
BasePickup Abstract Class Abstract base for item pickups using trigger and collision detection with host-only consumption. Key Patterns **** — trigger volume pi…
Triggers: Non-Blocking Collision Detection with ITriggerListener
A trigger is a collider that detects when other physics objects enter or exit it without blocking their movement. Useful for pickup zones, death planes, checkpo…
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…
GameManager.Spawn RPC with Ident Parsing
GameManager.Spawn RPC Broadcast RPC for spawning entities from string identifiers with automatic weapon pickup detection. Ident Format - Spawn a prop from asset…
Sandbox: BaseCarryable — unified AimRay, WeaponModel resolution, and seat-aware damage
BaseCarryable — Unified Weapon Base with AimRay and Seat Support is the root class for all holdable items. It handles viewmodel/worldmodel management, a unified…
Reusable World-Space Interaction Prompt Framework
A small, compartmentalized interaction framework can be built from three pieces: : the base component placed on objects the player can use. : the player-side ra…
Extensible Player Data Save Hooks for World Components
This pattern lets gameplay components plug into a player's save/load flow without putting every feature directly inside one large class. The framework has three…
Inventory Hotbar UI Component
Inventory HUD with Hotbar A Razor PanelComponent that displays player inventory slots as a hotbar with mouse wheel and number key support. Implementation Key Fe…
s&box GamePreferences: User preferences
GamePreferences Static Class GamePreferences is a static class that defines the local user's preferences for the game. These ConVars control player-specific set…
s&box AmmoInventory: Shared ammo pools
AmmoInventory Component API Reference AmmoInventory stores shared ammo pools on a player, keyed by AmmoResource. Add this component to the player prefab alongsi…
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; …
Slot-based inventory UI with BuildHash optimization
Slot-Based Inventory UI with BuildHash Optimization This example shows a slot-based inventory UI with BuildHash() optimization to prevent unnecessary rebuilds a…
Sandbox: ToolMode system — creating custom Tool Gun modes
ToolMode System — Creating Custom Tool Gun Modes is the base class for all Tool Gun tools in Sandbox. Tools are components on the Toolgun and are enabled/disabl…