Sync Properties - Complete Networking Guide
Sync Properties Sync Attribute Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. These pr…
CharacterController — capsule movement, ground checks, and velocity control
CharacterController in s&box is a built-in s&box component for capsule-based movement. Unlike , you control velocity directly — the controller handles collision…
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…
s&box MathX: Remap, LerpInverse, ExponentialDecay, SmoothDamp, SpringDamp, DeltaDegrees, and Unit Conversion
s&box MathX: Math Utility Extensions for Game Development is a static class providing math utilities not in or . Most methods are also extension methods, so you…
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…
Particle Effects System
Particle Effects System CPU-simulated, fully controllable particle system for effects like fire, smoke, sparks, and explosions. Architecture The particle system…
Sync Properties: Networked State with Change Detection and Collections
The attribute on a Component property sends its latest value to other players each time it changes. Only the owner of the object can change synced properties. B…
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…
Sync Properties: Automatic Property Replication with [Sync] Attribute
Adding the attribute to a property on a Component will have its latest value sent to other players each time it changes. Only the owner of the object can change…
Rigidbody Physics
The component enables physics simulation on GameObjects. Basic Usage Rigidbody Properties Forces Collision Detection Wake/Sleep Spawn with Velocity
NavMesh Agent - s&box Gameplay Documentation
NavMesh Agent The NavMeshAgent component provides automatic navigation along the NavMesh. It handles pathfinding, obstacle avoidance, and smooth movement to tar…
NavMeshAgent: MoveTo, WishVelocity Pattern, Off-Mesh Links, Area Constraints, and Path Queries
NavMeshAgent: Navigation, WishVelocity, Links, and Path Control is the s&box component for AI navigation using the scene's navmesh. It uses DotRecast (Detour/Cr…
s&box PhysicsBody: Body Types, Adding Shapes, Forces vs Impulses, Move vs Transform
s&box PhysicsBody: Body Types, Shapes, Forces, and Move vs Transform is the s&box physics simulation object. It wraps the native physics engine and can have mul…
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…
NavMesh Agent: AI Pathfinding with Crowd Avoidance
The component moves a GameObject along the NavMesh automatically with built-in crowd avoidance. Agents try to avoid bumping into each other when multiple agents…
NavMesh Agent: AI Pathfinding Component with Crowd Control
The s&box NavMeshAgent component moves GameObjects along the NavMesh automatically with built-in crowd control to avoid collisions between agents. Component Set…
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…
s&box PlayerFallDamage: Fall damage component
PlayerFallDamage Component API Reference PlayerFallDamage is a Component that applies fall damage to the player when they land. It implements Local.IPlayerEvent…
Noclip MoveMode with Collision Toggle
Noclip MoveMode Implementation Custom movement mode for noclip/fly behavior with collision toggle. Key Patterns MoveMode inheritance — override , , priority — 1…
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…