label (global) 24

AliasAttribute
attribute
Alternate class name(s) for this type to the one specified via LibraryAttribute. This info can then be retrieved via DisplayInfo library.
CategoryAttribute
attribute
Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
ClassNameAttribute
attribute
Set the class name for this type or member. This info can then be retrieved via DisplayInfo library.
ConditionalVisibilityAttribute
attribute
Hide a property if a condition matches.
DefaultValueAttribute
attribute
Sometimes with CodeGen we want reflection to be able to get the original initial value of a property (which is set with {get;set;} = initialvalue;). For this reason sometimes we'll drop this attribute on that property. You might want to use this manually for instances where codegen can't define the default value. This will usually happen for structs like vector and color.. if the default value isn't defined as a number or string.
DescriptionAttribute
attribute
Sets the description of a type or a type member. This attribute is usually applied automatically by codegen based on the XML comment of the type or member. This info can then be retrieved via DisplayInfo library.
EditorAttribute
attribute
Tell the tools or gameui property editor which editor we should be using for this property or type.
EditorModelAttribute
attribute
Declare a model to represent this entity in editor. This is a common attribute so it's leaked out of the Editor namespace.
GroupAttribute
attribute
Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
HideIfAttribute
attribute
Hide this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
HideInEditorAttribute
obsoleteattribute
Hide this in tools/editors.
IconAttribute
attribute
Sets the icon of a type or a type member. Colors are expected in HTML formats, like "rgb(255,255,255)" or "#FFFFFF". This info can then be retrieved via DisplayInfo library.
MinMaxAttribute
attribute
Mark property as having a minimum and maximum value.
OrderAttribute
attribute
Visual order of this member for UI purposes. This info can then be retrieved via DisplayInfo library.
PlaceholderAttribute
attribute
Add placeholder text, typically displayed for string properties when the text entry field is empty. This info can then be retrieved via DisplayInfo library.
ShowIfAttribute
attribute
Show this property if a given property within the same class has the given value. Used typically in the Editor Inspector.
SpawnableAttribute
attribute
This entity is expected to be spawnable in-game, like from Sandbox's spawnmenu.
TagAttribute
attribute
Adds a single or multiple tags for this type or member. Tags can then be retrieved via DisplayInfo library.
TimeRangeAttribute
attribute
For use with Curves, allows you to define a custom range for the time
TitleAttribute
attribute
Sets the title or a "nice name" of a type or a type member. This info can then be retrieved via DisplayInfo library.
ToggleGroupAttribute
attribute
Very much like a GroupAttribute, except we're indicating that the group can be toggle on and off using the named property
TypeHintAttribute
attribute
Hint that this type is expected to be this. This is used internally for the editor UX to hint that a type of a value should be a specific type.
ValidateAttribute
attribute
Validates a property using a method.
ValueRangeAttribute
attribute
For use with Curves, allows you to define a custom range for the value

label Editor.MapEditor 1

label Microsoft.AspNetCore.Components 1

label Sandbox 71

ActionNodeAttribute
obsoleteattribute
AdvancedAttribute
attribute
Some properties are not meant for the average user, hide them unless they really want to see them.
AssetPathAttribute
attribute
When added to a string property, will becomes a selector for AssetTypeExtension
AssetTypeAttribute
attribute
Should be applied to a class that inherits from Sandbox.GameResource. Makes the class able to be stored as an asset on disk.
AuthorityAttribute
obsoleteattribute
Marks a method as being an RPC specifically targeted to the owner of the Sandbox.GameObject, or the host if the Sandbox.GameObject doesn't have an owner.

The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which will generally only be received every network tick.
AutoGenerateAttribute
attribute
Indicates that this type should generate meta data. Tagging your asset with this will mean that the .asset file is automatically generated - which means you don't have to do that.
BitFlagsAttribute
attribute
This choices type is bitflags, so we should be able to choose more than one option at a time.
BroadcastAttribute
obsoleteattribute
Marks a method as being an RPC that when invoked will be called for all connected clients including the host. The state of the object the RPC is called on will be up-to-date including its Sandbox.GameTransform and any properties with the Sandbox.SyncAttribute or Sandbox.HostSyncAttribute attributes by the time the method is called on remote clients. The only except is any synchronized properties marked with Sandbox.SyncAttribute.Query which will generally only be received every network tick.
ButtonAttribute
attribute
When added to a method - the inspector will show a button for it.
ChangeAttribute
attribute
This will invoke a method when the property changes. It can be used with any property but is especially useful when combined with [Sync] or [ConVar].

If no name is provided, we will try to call On[PropertyName]Changed. The callback should have 2 arguments - oldValue and newValue, both of the same type as the property itself.
ClientEditableAttribute
attribute
Indicates that this propery can be edited by the client, in a game like Sandbox Mode. In reality this is used however the game wants to implement it.
CodeGeneratorAttribute
attribute
An attribute that can be added to a custom System.Attribute class for special code generation behavior. They'll then be applied to methods and properties when they are decorated with that attribute.
ColorUsageAttribute
attribute
When applied to a Color property, allows you to specify whether the color should have an alpha channel and/or be in HDR.
ConCmdAttribute
attribute
ConVarAttribute
attribute
Console variable
CustomEditorAttribute
attribute
CustomEmbeddedEditorAttribute
attribute
EditorHandleAttribute
attribute
When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene
EnumButtonGroupAttribute
attribute
Forces an enum property to be shown as a group of buttons.
EnumDropdownAttribute
attribute
Forces an enum property to be shown as a dropdown list.
EventAttribute
attribute
A generic event listener. You are probably looking for Sandbox.Event.* attributes.
ExpressionNodeAttribute
obsoleteattribute
FeatureAttribute
attribute
Sets the category or the group of a type or a type member. This info can then be retrieved via DisplayInfo library.
FeatureEnabledAttribute
attribute
Mark a boolean property as a feature toggle
FGDTypeAttribute
attribute
Overrides the auto generated FGD type.
FilePathAttribute
attribute
When added to a string property, will become a file picker for the given extension (or all by default)
FontNameAttribute
attribute
When applied to a string property, uses a font name selector.
GameResourceAttribute
obsoleteattribute
HasImplementationAttribute
attribute
In ActionGraph, this type parameter can only be satisfied by a type TArg, such that there exists at least one non-abstract type that extends / implements both TArg and Sandbox.HasImplementationAttribute.BaseType.
HeaderAttribute
attribute
Add a header above this property
HelpUrlAttribute
attribute
Add a link to some documentation for this component, or
HideAttribute
attribute
Hide this in tools/editors.
HostSyncAttribute
obsoleteattribute
Automatically synchronize a property of a networked object from the host to other clients. Obsolete: 11/12/2024
IconNameAttribute
attribute
When applied to a string property, uses a Material Icon selector.
ImageAssetPathAttribute
attribute
When added to a string property, will become an image string selector
ImpureAttribute
attribute
InfoBoxAttribute
attribute
Draw a box with information above this property
InlineEditorAttribute
attribute
Tell the editor to try to display inline editing for this property, rather than hiding it behind a popup etc.
InputActionAttribute
attribute
When applied to a string property, use an input action selector.
InputAttribute
attribute
Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities.
InspectorVisibilityAttribute
attribute
Hide a property if a condition matches.
JsonUpgraderAttribute
attribute
An attribute that describes a version update for a JSON object.
KeyPropertyAttribute
attribute
Mark this property as the key property - which means that it can represent the whole object in a single line, while usually offering an advanced mode to view the entire object.
LibraryAttribute
attribute
MakeDirtyAttribute
obsoleteattribute
MapAssetPathAttribute
attribute
When added to a string property, will become a map string selector
MethodArgumentsAttribute
attribute
Specify the types of arguments a method should have. Typically used with event attributes to throw an exception if an event attribute is added to a method with incorrect arguments.
MethodBodyChangeAttribute
attribute
NormalAttribute
attribute
When applied to a Vector property, provides normal selection tools.
PropertyAccessorBodyChangeAttribute
attribute
PropertyAttribute
attribute
PureAttribute
attribute
RangeAttribute
attribute
Mark this property as a ranged float/int. In inspector we'll be able to create a slider instead of a text entry.
ReadOnlyAttribute
attribute
Display this in the inspector - but don't let anyone edit it
RequireComponentAttribute
attribute
When added to a property on a Component, we'll try to make that component value non null. We will first look on the GameObject for the component type. If it's not found, we'll create one.
ResourceTypeAttribute
attribute
Allows you to specify a string property as a resource type. This will give the property a resource finder. Type should be the file extension, ie "vmdl"
RpcAttribute
attribute
Marks a method as being an RPC. This means that it can be called over the network.
SelectionBaseAttribute
attribute
Apply this attribute to a component class to mark its GameObject as a selection base for Scene View picking. For example, if you click on a child object within a Prefab, the root of the Prefab is selected by default. With the SelectionBase attribute, you can designate a specific component (and its GameObject) to be treated as a selection base, ensuring it is picked when clicking in the Scene View.
SingleActionAttribute
attribute
Force a delegate-type property to only have a single attached Action Graph.
SkipHotloadAttribute
attribute
Skip processing a specific field, or any fields in a type marked by this attribute. Field processing will still occur if a type marked by this attribute was defined in a swapped assembly.
SpaceAttribute
attribute
Add a space above this property
StepAttribute
attribute
Mark this property as a stepped value, where the value can only be set to multiples of the step value.
StringLiteralOnlyAttribute
attribute
Ask codegen to shit itself if the parameter isn't passed in as a string literal
SupportsILHotloadAttribute
attribute
SuppressNullKeyWarningAttribute
attribute
When applied to a member with System.Collections.Generic.Dictionary`2 or System.Collections.Generic.HashSet`1 type, don't warn if the key of an item becomes null during a hotload because a type is removed. You should only use this attribute if you're sure that it's safe to quietly remove entries.
SyncAttribute
attribute
Automatically synchronize a property of a networked object from the owner to other clients.
TargetTypeAttribute
attribute
When applied to a Type property, allows you to specify a Type that the property's value must derive from.
TextAreaAttribute
attribute
When applied to a string property, show a multi-line text box instead of a single line.
TextureImagePathAttribute
attribute
When added to a string property, will allow selection of anything that a Texture can be
TintAttribute
attribute
WideModeAttribute
attribute
Expand the value editor to fill the next line in the inspector, leaving the title above it

label Sandbox.Voice 1