s&box HUD: UI scale factor
HUD Static Class HUD is an internal static class that provides a scale factor for UI elements based on screen resolution. It ensures UI elements scale proportio…
ScreenPanel and WorldPanel: AutoScale Strategies, ZIndex, LookAtCamera, and Interaction Range
ScreenPanel and WorldPanel: UI Components in s&box Scenes ScreenPanel is the root component for 2D screen-space UI. It renders attached children to the screen. …
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…
TextRenderer: 3D World Text, TextScope, Localization via # Prefix, Scale vs FontSize, and JsonUpgrader Pattern
TextRenderer: 3D World Text with Localization Support renders text in 3D world space using for font configuration. Basic Usage TextScope The property controls a…
UIDecal Component - Render Razor UI as a Decal
A Render Component for s&box that allows you to project Razor UI onto surfaces as a Decal. Great for sticking UI onto rounded walls, curved surfaces, or any geo…
GameObject.Clone: Two-Pass Cloning, CloneConfig, NotCloned Flag, and Reference Rewiring
GameObject.Clone: Spawning Prefabs and Cloning GameObjects with CloneConfig is the primary way to instantiate prefabs and duplicate GameObjects in s&box. It per…
BeamEffect: Animated Line Renderer for Tracers, Lasers, and Beams
The BeamEffect in s&box is an animated LineRenderer for creating beams, tracers, and lasers. It supports multiple beams, fade over time, scale over time, and te…
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…
Terrain System — heightmap creation, material painting, and sculpting
Terrain System s&box terrain is a heightmap-based landscape system with material painting, sculpting tools, and built-in LOD. Terrain data is stored in a reusab…
GameObject - s&box Documentation
GameObject A GameObject is the fundamental building block of scenes in s&box. GameObjects have a transform (position, rotation, scale), can have parents and chi…
Creating Terrain: Heightmap Setup, World Scale, and Asset Reuse
To add Terrain to your s&box scene, right-click in the Hierarchy and select 3D Object → Terrain. The inspector prompts you to create, import, or link an existin…
s&box EnvironmentShake: Camera shake component
Component that creates camera shake effects based on distance and time curves. Implements ICameraSetup to apply rotation noise during PostSetup. Properties Prop…
VR Development
VR Development Build virtual reality experiences with OpenXR support, tracked devices, and VR-specific components. Setup Enable VR in your project settings. s&b…
Scene Tick Order: Full Frame Pipeline — FixedUpdate, Update, PreRender, ProcessDeletes, and Stage Hooks
Scene Tick Order: The Full Frame Pipeline Understanding the exact order of operations in a scene tick is critical for writing correct game logic. Game Tick Orde…
s&box CharacterController: Physics-Free Movement Component
s&box CharacterController: Physics-Free Movement Component provides collision-constrained movement without a . It only moves when you explicitly call or . Key P…
FixedUpdate Internals: Step Counting, Spiral of Death Prevention, Time.Scope, and ApplyForce vs ApplyImpulse
FixedUpdate Internals: How the Fixed Timestep Works in s&box The s&box fixed update system uses a step-counting approach rather than accumulating time. This is …
Sandbox.BBox
Sandbox.BBox Axis-aligned bounding box. Overview BBox represents an axis-aligned box in 3D space. Used for collision, bounds checking, and spatial queries. Crea…
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…
s&box SnapGrid: World-space snap grid overlay
SnapGrid: World-Space Snap Grid Overlay SnapGrid is a sealed class that manages a world-space snap grid overlay projected onto a surface plane. It is used by th…
Clutter System — scattering grass, rocks, and debris with GPU instancing
Clutter System — Scattering Grass, Rocks, and Debris The Clutter System scatters large amounts of small objects (grass, rocks, debris) across a scene using GPU-…