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Scene System

  • Component A GameObject can have many components, which are the building blocks of the game.
  • GameObject An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, …
  • GameObjectSystem Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed when the scene is dispo…
  • Scene

Utility

  • Application
  • Easing Easing functions used for transitions. See https://easings.net/ for examples.
  • Game
  • Gizmo
  • Http Lets your game make async HTTP requests.
  • Json A convenience JSON helper that handles Sandbox.Resource types for you.
  • Noise Provides access to coherent noise utilities. All of these functions should return between 0 and 1.
  • RealTime Access to time.
  • Time

Diagnostics

Input

  • Input Allows querying of player button presses and other inputs.
  • Mouse Gives access to mouse position etc

Audio

  • Sound Single source for creating sounds
  • SoundHandle A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.

Network

  • Connection A connection, usually to a server or a client.
  • Networking Global manager to hold and tick the singleton instance of NetworkSystem.

Common Structs

  • Angles Euler angles. Unlike a <see cref="T:Rotation">Rotation</see>, Euler angles can represent multiple revolutions (rotations) around an axis, but su…
  • Color Represents a color using 4 floats (rgba), with 0-1 range.
  • Ray A struct describing an origin and direction
  • Rotation Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction vector (w) which represent…
  • Transform A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone position and scene object …
  • Vector2 A 2-dimensional vector. Typically represents a position or size in 2D space.
  • Vector3 A point in 3D space.

Components

  • ActionsInvoker A component which allows you to use action in all the usual functions.
  • AmbientLight Adds an ambient light to the scene, applied globally.
  • AudioListener If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point of view.
  • BaseSoundComponent
  • CameraComponent Every scene should have at least one Camera.
  • CharacterController Allows collision contrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() …
  • CitizenAnimationHelper Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our aim is to put everything you nee…
  • Collider
  • CollisionActionComponent Reacts to collisions.
  • CubemapFog Applies a cubemap fog effect to the camera
  • EnvmapProbe A cubemap probe that captures the environment around it.
  • GradientFog Adds a gradient fog to the world
  • HighlightOutline This component should be added to stuff you want to be outlined. You will also need to add the Highlight component to the camera you want to re…
  • Joint
    • BallJoint Fix two objects together but can rotate - like a shoulder.
    • FixedJoint Weld two physics objects together
    • HingeJoint Create a hinged connection between two physics objects. Like a door hinge or a wheel.
    • SliderJoint Restrict an object to one axis, relative to another object. Like a drawer opening.
    • SpringJoint Try to keep an object a set distance away from another object. Like a spring connecting two objects.
  • LegacyParticleSystem Support's Source Engine's vpcf particles
  • Light
    • DirectionalLight A directional light that casts shadows, like the sun.
    • PointLight Emits light in all directions from a point in space.
    • SpotLight Emits light in a specific direction in a cone shape.
  • LipSync Drive morphs with lipsync from sounds.
  • ManualHitbox A hitbox that can be placed manually on a GameObject, instead of coming from a model
  • MapInstance Allows you to load a map into the Scene. This can be either a vpk or a scene map.
  • MapObjectComponent
  • MapSkybox3D
  • MissingComponent This is added when a component is missing. It will store the json data of the missing component, so we don't lose any data.
  • ModelHitboxes Hitboxes from a model
  • ModelPhysics Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
  • NavMeshAgent An agent that can navigate the navmesh defined in the scene.
  • NetworkHelper Creates a networked game lobby and assigns player prefabs to connected clients.
  • PanelComponent
  • ParticleController Particles can have extra controllers that can modify the particles every frame.
  • ParticleEffect Defines and holds particles. This is the core of the particle system.
  • ParticleEmitter Creates particles. Should be attached to a Sandbox.ParticleEffect.
  • ParticleRenderer Renders a set of particles. Should be attached to a Sandbox.ParticleRenderer.ParticleEffect.
  • PostProcess Adds an effect to the camera
    • Tonemapping Applies a tonemapping effect to the camera.
    • AmbientOcclusion Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO). It darkens areas where ambient light is generally occlud…
    • Bloom Applies a bloom effect to the camera
    • Blur Applies a blur effect to the camera.
    • ChromaticAberration Applies a chromatic aberration effect to the camera
    • ColorAdjustments Applies color adjustments to the camera.
    • ColorGrading Applies color grading to the camera
    • DepthOfField Applies a depth of field effect to the camera
    • FilmGrain Applies a film grain effect to the camera
    • Highlight This should be added to a camera that you want to outline stuff
    • MotionBlur Applies a motion blur effect to the camera
    • Pixelate Applies a pixelate effect to the camera
    • Sharpen Applies a sharpen effect to the camera
    • Vignette Applies a vignette to the camera
  • Prop A prop is defined by its model. The model can define its health and what happens when it breaks. This component is designed to be easy to use - …
    • Gib A gib is a prop that is treated slightly different. It will fade out after a certain amount of time.
  • Renderer
  • Rigidbody Adds physics properties to an object. Requires a collider to be attached to the same object.
  • ScreenPanel Renders any attached PanelComponents to the screen. Acts as the root for all your UI components.
  • SimpleActionComponent These should not exist
  • SkyBox2D Adds a 2D skybox to the world
  • SoundscapeTrigger Plays a soundscape when the listener enters the trigger area.
  • SpawnPoint Dictates where players will spawn when they join the game when using a NetworkHelper.
  • TransformProxyComponent Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want to keep the local transf…
  • TriggerActionComponent Reacts to collider triggers.
  • Voice Records and transmits voice/microphone input to other players.
  • VolumetricFogController Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did previously with entities,…
  • VolumetricFogVolume Adds a volumetric fog volume to the scene.
  • VRAnchor Updates the the VR anchor based on a GameObject's transform.
  • VRHand Updates the parameters on an Sandbox.SkinnedModelRenderer on this GameObject based on the skeletal data from SteamVR. Useful for quick hand posi…
  • VRModelRenderer Renders a device-specific model for a VR device
  • VRTrackedObject Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD).
  • WorldInput A router for world input, the best place to put this is on your player's camera.

Live Services

  • Leaderboards
  • Stats Allows access to stats for the current game. Stats are defined by the game's author and can be used to track anything from player actions to per…