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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 "scale" 59 results closeClear
menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 4, 2026

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. …

codeAPI Reference
May 3, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

terminalCode Example
May 11, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 5, 2026

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…

menu_bookDocumentation
May 20, 2026

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…

codeAPI Reference
May 12, 2026

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…

menu_bookDocumentation
May 3, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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…

menu_bookDocumentation
May 4, 2026

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 …

codeAPI Reference
May 3, 2026

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…

codeAPI Reference
May 3, 2026

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…

menu_bookDocumentation
May 12, 2026

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…

menu_bookDocumentation
May 5, 2026

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-…