folder (global) 46

AliasAttribute
attribute
Alternate class name(s) for this type to the one specified via LibraryAttribute. This info can then be retrieved via DisplayInfo library.
Angles
struct
Euler angles. Unlike a Rotation, Euler angles can represent multiple revolutions (rotations) around an axis, but suffer from issues like gimbal lock and lack of a defined "up" vector. Use Rotation for most cases.
BBox
struct
An Axis Aligned Bounding Box.
Capsule
struct
A capsule object, defined by 2 points and a radius. A capsule is a cylinder with round ends (inset half spheres on each end).
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.
Color
struct
Represents a color using 4 floats (rgba), with 0-1 range.
Color32
struct
A 32bit color, commonly used by things like vertex buffers. The functionality on this is purposely left minimal so we're encouraged to use the regular Color struct.
ColorHsv
struct
A color in Hue-Saturation-Value/Brightness format.
ConditionalVisibilityAttribute
attribute
Hide a property if a condition matches.
Cone
struct
A tapered shape between two points with a radius at each end. Supports cones and cylinders, with flat ends.
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.
GameObjectUndoFlags
enum
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.
Line
struct
Represents a line in 3D space.
Matrix
struct
Represents a 4x4 matrix.
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.
RangedFloat
struct
A float between two values, which can be randomized or fixed.
Ray
struct
A struct describing an origin and direction
Rotation
struct
Represents a Quaternion rotation. Can be interpreted as a direction unit vector (x,y,z) + rotation around the direction vector (w) which represents the up direction. Unlike Angles, this cannot store multiple revolutions around an axis.
SandboxSystemExtensions
class
SandboxSystemExtensions
class
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.
TemporaryEffect
class
Destroys a GameObject after a number of seconds. If the GameObject or its children have any components that implement ITemporaryEffect we will wait for those to be finished before destroying. This is particularly useful if you want to delete a GameObject but want to wait for sounds or particles to conclude.
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
Transform
struct
A struct containing a position, rotation and scale. This is commonly used in engine to describe entity position, bone position and scene object position.
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
Vector2
struct
A 2-dimensional vector. Typically represents a position, size, or direction in 2D space.
Vector2Int
struct
Vector3
struct
A 3-dimentional vector. Typically represents a position, size, or direction in 3D space.
Vector3Int
struct
Vector4
struct
A 4-dimensional vector/point.

deployed_code Color 1

folder Microsoft.AspNetCore.Components 2

list NativeEngine 1

folder Sandbox 514

Achievement
class
AchievementCollection
class
Holds achievements for a package
ActionNodeAttribute
obsoleteattribute
AdvancedAttribute
attribute
Some properties are not meant for the average user, hide them unless they really want to see them.
AmbientLight
class
Adds an ambient light to the scene, applied globally.
AmbientOcclusion
class
Adds an approximation of ambient occlusion using Screen Space Ambient Occlusion (SSAO). It darkens areas where ambient light is generally occluded from such as corners, crevices and surfaces that are close to each other.
AnimationBuilder
class
Provides ability to generate animations for a Sandbox.Model at runtime. See Sandbox.ModelBuilder.AddAnimation(System.String,System.Single)
AnimationGraph
class
AnimationSequence
class
AnimGraphDirectPlayback
class
For communicating with a Direct Playback Anim Node, which allows code to tell it to play a given sequence
AnimParam<T>
struct
Anim param values contain any value for a limited set of types
AnyOfType<T>
struct
A wrapper that holds an instance of any concrete type assignable to . Use this as a property type when you want the inspector to let you pick from all non-abstract implementations of an abstract class or interface. public AnyOfType MyScatterer { get; set; } Serialization stores the concrete type name alongside the property values
Application
class
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.
AssetTypeFlags
enum
Flags for Sandbox.AssetTypeAttribute
AudioListener
class
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.
AudioSurface
enum
Defines acoustic properties of a surface, which defines how sound will bounce
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.
BallJoint
class
Fix two objects together but can rotate - like a shoulder.
BallJointBuilder
class
Provides ability to generate a ball joint for a Sandbox.Model at runtime.
BaseChair
class
BaseFileSystem
class
A filesystem. Could be on disk, or in memory, or in the cloud. Could be writable or read only. Or it could be an aggregation of all those things, merged together and read only.
BasePostProcess
class
The base class for all post process effects.
BasePostProcess<T>
class
Like BasePostProcess but enables access to helper methods for accessing from multiple instances using GetWeighted.
BaseSoundComponent
class
BeamEffect
class
The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect. Unlike LineRenderer these beams can change over time, spawn multiple instances, and have various properties like color, texture, and lifetime. This is a useful component for creating things like laser beams, energy effects and tracers.
BitFlagsAttribute
attribute
This choices type is bitflags, so we should be able to choose more than one option at a time.
Bitmap
class
BlendMode
enum
Blend modes used by the UI system
BlitOverlay
class
Draw a material over the screen
BlobData
class
Base class for properties that should be serialized to binary format instead of JSON. Used for large data structures that would be inefficient as JSON.
Bloom
class
Applies a bloom effect to the camera
Blur
class
Applies a blur effect to the camera.
BoneCollection
class
A collection of bones. This could be from a model, or an entity
BoxCollider
class
Defines a box collider.
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.
ByteStream
struct
Write and read bytes to a stream. This aims to be as allocation free as possible while also being as fast as possible.
CableComponent
class
Non-destructive cable data + mesh generation.
CableNodeComponent
class
CachingHandler
class
CameraComponent
class
Every scene should have at least one Camera.
CapsuleCollider
class
Defines a capsule collider.
CaseInsensitiveConcurrentDictionary<T>
class
CaseInsensitiveDictionary<T>
class
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.
CharacterController
class
Allows collision constrained movement without the need for a rigidbody. This is not affected by forces and will only move when you call the Move() method.
CharacterControllerHelper
struct
ChatMessageEvent
class
A chat message event. Handlers can set Sandbox.ChatMessageEvent.Suppress to true to prevent the message from being delivered, or set Sandbox.ChatMessageEvent.RecipientFilter to control per-connection visibility.
ChromaticAberration
class
Applies a chromatic aberration effect to the camera
ClearFlags
enum
Flags for clearing a RT before rendering a scene using a SceneCamera
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.
CloneConfig
struct
The low level input of a GameObject.Clone
Clothing
class
Describes an item of clothing and implicitly which other items it can be worn with
ClothingContainer
class
Holds a collection of clothing items. Won't let you add items that aren't compatible.
Cloud
class
For accessing assets from the cloud - from code
CodeArchive
class
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.
CodeGeneratorFlags
enum
Used to specify what type of code generation to perform.
Collider
class
ColliderFlags
enum
Collision
struct
CollisionSoundSystem
class
This system exists to collect pending collision sounds and filter them into a unique set, to avoid unnesssary sounds playing, when they're going to be making the same sound anyway.
CollisionSource
struct
CollisionStop
struct
ColorAdjustments
class
Applies color adjustments to the camera.
ColorGrading
class
Applies color grading to the camera
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.
CompactTerrainMaterial
struct
Compact terrain material encoding with base/overlay texture blending. Packed format (32-bit uint)
CompileGroup
class
Compiler
class
Given a folder of .cs files, this will produce (and load) an assembly
CompilerExtensions
class
CompilerOutput
class
Component
class
A GameObject can have many components, which are the building blocks of the game.
ComponentDooExtensions
class
Backward-compatible extension methods telling users to switch from Run/Stop/IsRunning to RunDoo/StopDoo/IsRunningDoo. These are marked as obsolete and hidden from intellisense to encourage migration, and are extensions so you don't get member variable conflicts.
ComponentFlags
enum
ComponentList
class
ComputeBuffer<T>
obsoleteclass
ComputeBufferType
obsoleteenum
ComputeShader
class
A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a Sandbox.GpuBuffer`1 or a Sandbox.Texture.
ConCmdAttribute
attribute
ConfigData
class
Project configuration data is derived from this class
Connection
class
A connection, usually to a server or a client.
ConsoleSystem
class
A library to interact with the Console System.
ControlJoint
class
ControlModeSettings
class
ConVarAttribute
attribute
Console variable
ConVarFlags
enum
CookieContainer
class
CubemapFog
class
Applies a cubemap fog effect to the camera
CubemapFogController
class
CurrencyValue
struct
Describes money, in a certain currency
CursorSettings
class
Curve
struct
Describes a curve, which can have multiple key frames.
CurveRange
struct
Two curves
CustomEditorAttribute
attribute
CustomEmbeddedEditorAttribute
attribute
DamageInfo
class
Describes the damage that should be done to something. This is purposefully a class so it can be derived from, allowing games to create their own special types of damage, while not having to create a whole new system.
DebugOverlaySystem
class
Decal
class
The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR properties of the surface they're projected on.
DecalDefinition
class
A decal which can be applied to objects and surfaces.
DecalGameSystem
class
DecalRenderer
obsoleteclass
Component that creates a projected decal relative to its GameObject.
DepthOfField
class
Applies a depth of field effect to the camera
DirectionalLight
class
A directional light that casts shadows, like the sun.
DisplayInfo
struct
Collects all the relevant info (such as description, name, icon, etc) from attributes and other sources about a type or type member.
Doo
class
A visual scripting task composed of executable blocks.
DooEngine
class
System that manages the execution of Doo scripts within a scene.
Dresser
class
Allows easily dressing a citizen or human in clothing
DspVolume
class
EditorHandleAttribute
attribute
When applied to a component, the editor will draw a selectable handle sprite for the gameobject in scene
EditorTint
enum
EnumButtonGroupAttribute
attribute
Forces an enum property to be shown as a group of buttons.
EnumDescription
class
EnumDropdownAttribute
attribute
Forces an enum property to be shown as a dropdown list.
EnvmapProbe
class
A cubemap probe that captures the environment around it.
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.
FieldDescription
class
Describes a field. We use this class to wrap and return FieldInfo's that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
FilePathAttribute
attribute
When added to a string property, will become a file picker for the given extension (or all by default)
FileSystem
class
A filesystem that can be accessed by the game.
FileWatch
class
Watch folders, dispatch events on changed files
FilmGrain
class
Applies a film grain effect to the camera
FindMode
enum
Flags to search for Components. I've named this something generic because I think we can re-use it to search for GameObjects too.
FireDamage
class
Applies fire damage to any IDamageable in our Root object. Damage is tagged "fire" and "burn"
FixedJoint
class
Weld two physics objects together
FixedJointBuilder
class
Provides ability to generate a fixed joint for a Sandbox.Model at runtime.
FloatSpan
struct
Provides vectorized operations over a span of floats.
FontNameAttribute
attribute
When applied to a string property, uses a font name selector.
Friend
struct
Frustum
struct
Represents a frustum.
Game
class
Provides global access to core game state, utilities, and operations for S&box. The Sandbox.Game class exposes static properties and methods to query and control the running game, such as checking if the game is running, getting your steamid, taking screenshots, and managing game sessions.
GameObject
class
An object in the scene. Functionality is added using Components. A GameObject has a transform, which explains its position, rotation and scale, relative to its parent. It also has a name, and can be enabled or disabled. When disabled, the GameObject is still in the scene, but the components don't tick and are all disabled.
GameObjectDirectory
class
New GameObjects and Components are registered with this class when they're created, and unregistered when they're removed. This gives us a single place to enforce Id uniqueness in the scene, and allows for fast lookups by Id.
GameObjectFlags
enum
GameObjectSystem
class
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 disposed.
GameObjectSystem<T>
class
A syntax sugar wrapper around GameObjectSystem, which allows you to access your system using SystemName.Current instead of Scene.GetSystem.
GamepadCode
enum
Game controller codes, driven from SDL.
GameResource
class
Assets defined in C# and created through tools. You can define your own Custom Asset Types.
GameResourceAttribute
obsoleteattribute
GameTags
class
Entity Tags are strings you can set and check for on any entity. Internally these strings are tokenized and networked so they're also available clientside.
GameTask
class
A generic Sandbox.TaskSource.
GameTransform
class
Gib
class
A gib is a prop that is treated slightly different. It will fade out after a certain amount of time.
Gizmo
class
GlyphStyle
struct
GpuBuffer
class
A GPU data buffer intended for use with a Sandbox.ComputeShader. You can read and write arbitrary data to and from the CPU and GPU. This allows for efficient parallel data processing on the GPU. Different GPU buffer types can be used depending on the provided Sandbox.GpuBuffer.UsageFlags. Using the default Sandbox.GpuBuffer.UsageFlags.Structured type buffers map to StructuredBuffer and RWStructuredBuffer in HLSL.
GpuBuffer<T>
class
A typed GpuBuffer
Gradient
struct
Describes a gradient between multiple colors
GradientFog
class
Adds a gradient fog to the world
Graphics
class
Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work.
HammerMesh
class
Added automatically by Hammer to GameObjects that have a map mesh tied to them. When a map is compiled the Model property is populated by the generated model.
HapticEffect
class
Contains a haptic effect, which consists of patterns for the controller and triggers.
HapticPattern
class
Contains a haptic pattern, which consists of frequency and amplitude values that can change over time.
HapticTarget
enum
Places you can trigger haptics on
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.
Highlight
class
This should be added to a camera that you want to outline stuff
HighlightOutline
class
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 render the outlines.
HingeJoint
class
Create a hinged connection between two physics objects. Like a door hinge or a wheel.
HingeJointBuilder
class
Provides ability to generate a hinge joint for a Sandbox.Model at runtime.
Hitbox
class
HitboxSet
class
A set of hitboxes on a model. Hitboxes can be boxes, spheres or capsules.
HostSyncAttribute
obsoleteattribute
Automatically synchronize a property of a networked object from the host to other clients. Obsolete: 11/12/2024
Http
class
Lets your game make async HTTP requests.
HullCollider
class
Defines a box, cone, or cylinder hull collider.
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
ImageFormat
enum
Format used when creating textures.
ImpureAttribute
attribute
IndirectLightVolume
class
Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid. Probes store irradiance and distance data in volume textures that can be sampled by shaders.
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.
Input
class
Allows querying of player button presses and other inputs.
InputAction
class
An input action defined by a game project.
InputActionAttribute
attribute
When applied to a string property, use an input action selector.
InputAnalog
enum
An analog input, when fetched, is between -1 and 1 (0 being default)
InputAttribute
attribute
Makes this method available as a Map Logic Input, for use in the Hammer Editor. This is only applicable to entities.
InputGlyphSize
enum
InputMotionData
struct
Represents the current state of a device's motion sensor(s).
InputSettings
class
A class that holds all configured input settings for a game. This is serialized as a config and shared from the server to the client.
InspectorVisibilityAttribute
attribute
Hide a property if a condition matches.
ITagSet
class
Joint
class
JointMotion
enum
Json
class
A convenience JSON helper that handles Sandbox.Resource types for you.
JsonUpgraderAttribute
attribute
An attribute that describes a version update for a JSON object.
KeyboardModifiers
enum
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.
KeyStore
class
Allows storing files by hashed keys, rather than by actual filename. This is sometimes useful.
Language
class
Allows access to translated phrases, allowing the translation of gamemodes etc
LanguageContainer
class
A container for the current language, allowing access to translated phrases and language information.
LaunchArguments
class
These are arguments that were set when launching the current game. This is used to pre-configure the game from the menu
LegacyParticleSystem
obsoleteclass
Support's Source Engine's vpcf particles
LibraryAttribute
attribute
Light
class
LineRenderer
class
Renders a line between a list of points
LipSync
class
Drive morphs with lipsync from sounds.
LoadingContext
class
LoadingScreen
class
Holds metadata and raw data relating to a Saved Game.
LogEvent
struct
LogLevel
enum
MainThread
class
Utility functions that revolve around the main thread
MakeDirtyAttribute
obsoleteattribute
ManifestSchema
class
An addon's manifest, describing what files are available
ManualHitbox
class
A hitbox that can be placed manually on a GameObject, instead of coming from a model
Map
class
MapAssetPathAttribute
attribute
When added to a string property, will become a map string selector
MapCollider
class
MapInstance
class
Allows you to load a map into the Scene. This can be either a vpk or a scene map.
MapLoader
class
MapObjectComponent
class
MapSkybox3D
class
Material
class
A material. Uses several Sandbox.Textures and a Sandbox.Material.Shader with specific settings for more interesting visual effects.
MaterialGroupBuilder
class
MathX
class
A class to add functionality to the math library that System.Math and System.MathF don't provide. A lot of these methods are also extensions, so you can use for example `int i = 1.0f.FloorToInt();`
MemberDescription
class
Wraps MemberInfo but with caching and sandboxing. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
Mesh
class
A mesh is a basic version of a Sandbox.Model, containing a set of vertices and indices which make up faces that make up a shape. A set of meshes can be used to create a Sandbox.Model via the Sandbox.ModelBuilder class.
MeshComponent
class
An editable polygon mesh with collision
MeshPrimitiveType
enum
Possible primitive types of a Sandbox.Mesh.
Metadata
class
A simple class for storing and retrieving metadata values.
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
MethodDescription
class
Describes a method. We use this class to wrap and return MethodInfo's that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
MissingComponent
class
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.
Model
class
A model.
ModelArchetype
enum
Default model archetypes. These types are defined in "tools/model_archetypes.txt".
ModelAttachments
class
ModelBuilder
class
Provides ability to generate Sandbox.Models at runtime. A static instance of this class is available at Sandbox.Model.Builder
ModelCollider
class
Defines a collider based on a model.
ModelHitboxes
class
Hitboxes from a model
ModelMorphs
class
Allows fast lookups of morph variables
ModelParts
class
ModelPhysics
class
Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
ModelRenderer
class
Renders a model in the world
MorphCollection
class
Used to access and manipulate morphs.
MorphDelta
struct
Describes a per-vertex delta for a morph target (blend shape).
MotionBlur
class
Applies a motion blur effect to the camera
Mouse
class
Gives access to mouse position etc
MouseButtons
enum
State of mouse buttons being pressed or not.
MouseVisibility
enum
The visibility state of the mouse cursor.
MultisampleAmount
enum
MultiSerializedObject
class
An object (or data) that can be accessed as an object
MusicPlayer
class
Enables music playback. Use this for music, not for playing game sounds.
NavMeshAgent
class
An agent that can navigate the navmesh defined in the scene.
NavMeshArea
class
An area that influences the NavMesh generation. Areas can be used to block off parts of the NavMesh. Static areas have almost no performance overhead. Moving areas at runtime will have an impact on performance if done excessively.
NavMeshLink
class
NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports.
NetDictionary<TKey,TValue>
class
A networkable dictionary for use with the Sandbox.SyncAttribute and Sandbox.HostSyncAttribute. Only changes will be networked instead of sending the whole dictionary every time, so it's more efficient.
Example usage: public class MyComponent : Component { [Sync] public NetDictionary MyBoolTable { get; set; } = new();
public void SetBoolState( string key, bool state ) { if ( IsProxy ) return; MyBoolTable[key] = state; } }
NetDictionaryChangeEvent<TKey,TValue>
struct
Describes a change to a Sandbox.NetDictionary`2 which is passed to Sandbox.NetDictionary`2.OnChanged whenever its contents change.
NetFlags
enum
NetList<T>
class
A networkable list for use with the Sandbox.SyncAttribute and Sandbox.HostSyncAttribute. Only changes will be networked instead of sending the whole list every time, so it's more efficient.
Example usage: public class MyComponent : Component { [Sync] public NetList MyIntegerList { get; set; } = new();
public void AddNumber( int number ) { if ( IsProxy ) return; MyIntegerList.Add( number ); } }
NetListChangeEvent<T>
struct
Describes a change to a Sandbox.NetListChangeEvent`1 which is passed to Sandbox.NetList`1.OnChanged whenever its contents change.
NetPermission
obsoleteenum
Specifies who can invoke an action over the network.
NetworkFlags
enum
Describes the behavior of network objects.
NetworkHelper
class
Networking
class
Global manager to hold and tick the singleton instance of NetworkSystem.
NetworkingSettings
class
A class that holds all configured networking settings for a game. This is serialized as a config and shared from the server to the client.
NetworkMode
enum
Specifies how a Sandbox.GameObject should be networked.
NetworkOrphaned
enum
Specifies what happens when the owner of a networked object disconnects.
NetworkSpawnOptions
struct
Configurable options when spawning a networked object.
NormalAttribute
attribute
When applied to a Vector property, provides normal selection tools.
OwnerTransfer
enum
Specifies who can control ownership of a networked object.
Package
class
Represents an asset on Asset Party.
PanelComponent
class
Particle
class
ParticleAttractor
class
Attract particles to a GameObject in the scene
ParticleBoxEmitter
class
Emits particles within a box shape.
ParticleConeEmitter
class
Emits particles within/along a cone shape.
ParticleController
class
Particles can have extra controllers that can modify the particles every frame.
ParticleControlPoint
obsoletestruct
ParticleEffect
class
Defines and holds particles. This is the core of the particle system.
ParticleEmitter
class
Creates particles. Should be attached to a Sandbox.ParticleEffect.
ParticleFloat
struct
Represents a floating-point value that can change over time with support for various evaluation modes.
ParticleGradient
struct
ParticleLightRenderer
class
Adds lighting to particles in your effect.
ParticleModelEmitter
class
Emits particles in a model
ParticleModelRenderer
class
Renders particles as models, using the particle's position, rotation, and size.
ParticleRenderer
class
Renders a set of particles. Should be attached to a Sandbox.ParticleRenderer.ParticleEffect.
ParticleRingEmitter
class
Emits particles in a ring. The ring can be flat or have a tube-like quality. Velocity can either be added from the center of the ring, or from the ring itself.
ParticleSnapshot
obsoleteclass
A particle snapshot that can be created procedurally. Contains a set of vertices that particle effects can address.
ParticleSphereEmitter
class
Emits particles within a sphere shape.
ParticleSpriteRenderer
class
Renders particles as 2D sprites - can be static or animated
ParticleSystem
obsoleteclass
A particle effect system that allows for complex visual effects, such as explosions, muzzle flashes, impact effects, etc.
ParticleTextRenderer
class
Renders particles as 2D sprites
ParticleTrailRenderer
class
Renders a trail for each particle in the effect.
ParticleVector3
struct
PartyRoom
class
A Party. A Party with your friends.
PhysicsBody
class
Represents a physics object. An entity can have multiple physics objects. See PhysicsGroup. A physics objects consists of one or more PhysicsShapes.
PhysicsBodyBuilder
class
Provides ability to generate a physics body for a Sandbox.Model at runtime. See Sandbox.ModelBuilder.AddBody(System.Single,Sandbox.Surface,System.String)
PhysicsBodyType
enum
PhysicsContact
struct
PhysicsFilter
class
PhysicsGroup
class
Represents a set of PhysicsBody objects. Think ragdoll.
PhysicsGroupDescription
class
Describes the physics shapes of a model or standalone vphys resource. Wraps native CPhysicsData the same way Sandbox.Model wraps IModel.
PhysicsIntersection
struct
PhysicsIntersectionEnd
struct
PhysicsJointBuilder
class
Provides ability to generate a physics joint for a Sandbox.Model at runtime.
PhysicsJointBuilderExtensions
class
PhysicsLock
struct
PhysicsMotionType
enum
Represents Physics body's motion type.
PhysicsShape
class
Represents a basic, convex shape. A PhysicsBody consists of one or more of these.
PhysicsSimulationMode
enum
Physics simulation mode. For use with Sandbox.PhysicsWorld.SimulationMode.
PhysicsTraceBuilder
struct
PhysicsTraceResult
struct
PhysicsWorld
class
A world in which physics objects exist. You can create your own world but you really don't need to. A world for the map is created clientside and serverside automatically.
Pixelate
class
Applies a pixelate effect to the camera
Plane
struct
Represents a plane.
PlaneCollider
class
Defines a plane collider.
PlatformSettings
class
Platform-level settings for a game project. These control engine-provided features like text chat that exist outside of any specific scene.
PlayerController
class
PointLight
class
Emits light in all directions from a point in space.
PolygonMesh
class
An editable mesh made up of polygons, triangulated into a model
PostProcess
obsoleteclass
Adds an effect to the camera
PostProcessSystem
class
Manages post-processing effects for cameras and volumes within a scene, handling their application during rendering and editor preview stages.
PostProcessVolume
class
A volume that defines a region in the scene where post processing effects will be applied.
PrefabFile
class
A GameObject which is saved to a file.
PrefabScene
class
PrefabVariable
obsoleteclass
A prefab variable definition
Preferences
class
Holds information about the current user's preferences.
Project
class
Represents an on-disk project.
ProjectSettings
class
Prop
class
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 - since you only need to define the model. Although you can access the procedural (hidden) components, they aren't saved, so it's a waste of time.
PropertyAccessor
enum
PropertyAccessorBodyChangeAttribute
attribute
PropertyAttribute
attribute
PropertyDescription
class
Describes a property. We use this class to wrap and return PropertyInfo's that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary and Sandbox.TypeDescription.
PureAttribute
attribute
RadiusDamage
class
Applies damage in a radius, with physics force, and optional occlusion
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.
RayTracingAccelerationStructure
class
Represents a ray tracing acceleration structure that contains geometry for efficient ray intersection testing. This is used to organize scene geometry in a hierarchical structure optimized for ray tracing performance.
ReadOnlyAttribute
attribute
Display this in the inspector - but don't let anyone edit it
RealTime
class
Access to time.
RealTimeSince
struct
A convenience struct to easily measure time since an event last happened, based on Sandbox.RealTime.GlobalNow.

Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: RealTimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ }
RealTimeUntil
struct
A convenience struct to easily manage a time countdown, based on Sandbox.RealTime.GlobalNow.

Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: RealTimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ }
Rect
struct
Represents a rectangle.
RectInt
struct
Represents a rectangle but with whole numbers
RenderAttributes
class
RenderAttributes are a set of values that are passed to the renderer. They can be a variety of primitive types, textures, samplers or buffers. You can access attributes in the shader by binding them to a variable: float4 CornerRadius < Attribute( "BorderRadius" ); >; Texture2D g_tColor < Attribute( "Texture" ); SrgbRead( false ); >;
Renderer
class
RenderOptions
class
RenderTarget
class
Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.
RenderTextureAsset
class
Asset that owns a GPU render target texture which can be shared across runtime systems.
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.
Resource
class
A resource loaded in the engine, such as a Sandbox.Model or Sandbox.Material.
ResourceExtension<T,TSelf>
class
An extension of ResourceExtension[t], this gives special helper methods for retrieving resources targetting specific assets.
ResourceExtension<T>
class
A GameResource type that adds extended properties to another resource type. You should prefer to use the type with to generic arguments, and define your own type as the second argument. That way you get access to the helper methods.
ResourceLibrary
class
Keeps a library of all available Sandbox.Resource.
ResourcePublishContext
class
Created by the editor when publishing a resource, passed into Resource.ConfigurePublishing. This allows the resource to configure how it wants to be published.
ResourceSystem
class
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"
Rigidbody
class
Adds physics properties to an object. Requires a collider to be attached to the same object.
RigidbodyFlags
enum
Rpc
class
RpcAttribute
attribute
Marks a method as being an RPC. This means that it can be called over the network.
SandboxBaseExtensions
class
SandboxGameExtensions
class
SandboxSystemExtensions
class
Scene
class
SceneAnimationSystem
class
SceneCamera
class
Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels.
SceneCameraDebugMode
enum
SceneCubemap
class
SceneCullingBox
class
A box which can be used to explicitly control scene visibility. There are two modes: 1. Cull inside, hide any objects fully inside the box (excluder) 2. Cull outside, hide any objects not intersecting any cull boxes marked cull outside (includer)
SceneCustomObject
class
A scene object that allows custom rendering within a scene world.
SceneDirectionalLight
class
A directional scene light that is used to mimic sun light in a Sandbox.SceneWorld. Direction is controlled by this object's Rotation.
SceneDynamicObject
class
SceneFile
class
A scene file contains a collection of GameObject with Components and their properties.
SceneFogVolume
class
Represents a volume of fog in a scene, contributing to volumetric fog effects set on Sandbox.SceneCamera.VolumetricFog.
SceneInformation
class
SceneLayerType
enum
SceneLight
class
Base class for light scene objects for use with a Sandbox.SceneWorld.
SceneLineObject
class
A scene object which is used to draw lines
SceneLoadOptions
class
SceneMap
class
Map geometry that can be rendered within a Sandbox.SceneWorld.
SceneMapLoader
class
SceneModel
class
A model scene object that supports animations and can be rendered within a Sandbox.SceneWorld.
SceneNetworkSystem
class
This is created and referenced by the network system, as a way to route.
SceneObject
class
A model scene object that can be rendered within a Sandbox.SceneWorld.
SceneParticles
obsoleteclass
A SceneObject used to render particles. We need to be careful with what we do here, because this object is created for in-engine particles as well as custom scene object particles. With custom particles there's no automatic Simulate, or deletion.. You're completely on your own. This is perhaps a good thing though, it's maybe what you want to happen. To be completely isolated and completely in control. But at the same time maybe it's not and it's something we need to sort out.
ScenePointLight
class
A point light scene object for use in a Sandbox.SceneWorld.
SceneRenderLayer
enum
SceneObjects can be rendered on layers other than the main game layer. This is useful if, for example, you want to render on top of everything without applying post processing.
SceneSkyBox
class
Renders a skybox within a Sandbox.SceneWorld.
SceneSpotLight
class
A simple spot light scene object for use in a Sandbox.SceneWorld.
SceneSpriteSystem
class
SceneTrace
struct
SceneTraceResult
struct
SceneUtility
class
SceneWorld
class
A scene world that contains Sandbox.SceneObjects. See Utility.CreateSceneWorld. You may also want a Sandbox.SceneCamera to manually render the scene world.
Screen
class
Access screen dimension etc.
ScreenPanel
class
Renders any attached PanelComponents to the screen. Acts as the root for all your UI components.
ScreenSpaceReflections
class
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.
SelectionSetsSystem
class
Stores editor selection sets on the scene so they serialize into SceneProperties/GameObjectSystems.
SelectionSystem
class
An ordered collection of unique objects with add/remove callbacks. Maintains insertion order and provides change notifications.
SerializedCollection
class
SerializedObject
class
An object (or data) that can be accessed as an object
SerializedProperty
class
Shader
class
A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphics.
Sharpen
class
Applies a sharpen effect to the camera
SimpleVertex
struct
SingleActionAttribute
attribute
Force a delegate-type property to only have a single attached Action Graph.
SkinnedModelRenderer
class
Renders a skinned model in the world. A skinned model is any model with bones/animations.
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.
SkyBox2D
class
Adds a 2D skybox to the world
SliderJoint
class
Restrict an object to one axis, relative to another object. Like a drawer opening.
SliderJointBuilder
class
Provides ability to generate a slider joint for a Sandbox.Model at runtime.
Sound
class
Single source for creating sounds
SoundBoxComponent
class
Plays a sound within a box.
SoundEvent
class
A sound event. It can play a set of random sounds with optionally random settings such as volume and pitch.
SoundFile
class
A sound resource.
SoundFormat
enum
SoundHandle
class
A handle to a sound that is currently playing. You can use this to control the sound's position, volume, pitch etc.
SoundPointComponent
class
Plays a sound at a point in the world.
Soundscape
class
A soundscape is used for environmental ambiance of a map by playing a set of random sounds at given intervals.
SoundscapeTrigger
class
Plays a soundscape when the listener enters the trigger area.
SoundStream
class
SpaceAttribute
attribute
Add a space above this property
SpawnPoint
class
Dictates where players will spawn when they join the game when using a NetworkHelper.
Sphere
struct
Represents a sphere.
SphereCollider
class
Defines a sphere collider.
Spline
class
Collection of curves in 3D space. Shape and behavior of the curves are controled through points Sandbox.Spline.Point, each with customizable handles, roll, scale, and up vectors. Two consecutive points define a segment/curve of the spline.

By adjusting the handles both smooth and sharp corners can be created. The spline can also be turned into a loop, combined with linear tangents this can be used to create polygons. Splines can also be used used for animations, camera movements, marking areas, or procedural geometry generation.
SpotLight
class
Emits light in a specific direction in a cone shape.
SpringJoint
class
Try to keep an object a set distance away from another object. Like a spring connecting two objects.
Sprite
class
Represents a sprite resource that can be static or animated. Sprites are rendererd using the SpriteRenderer component.
SpriteRenderer
class
Renders a sprite in the world
Standalone
class
StandaloneManifest
class
SteamId
struct
Represents a Steam ID (64-bit unique identifier for Steam accounts). Provides type-safe storage and conversion between long/ulong representations.
StepAttribute
attribute
Mark this property as a stepped value, where the value can only be set to multiples of the step value.
StereoTargetEye
enum
Storage
class
StreamChannel
struct
StreamChatMessage
struct
StreamClip
struct
Streamer
class
StreamPoll
struct
StreamPrediction
struct
StreamService
enum
Streamer integration services
StreamUser
struct
StreamUserFollow
struct
StringLiteralOnlyAttribute
attribute
Ask codegen to shit itself if the parameter isn't passed in as a string literal
StringToken
struct
Strings are commonly converted to tokens in engine, to save space and speed up things like comparisons. We wrap this functionality up in the StringToken struct, because we can apply a bunch of compile time optimizations to speed up the conversion.
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.
Surface
class
A physics surface. This is applied to each PhysicsShape and controls its physical properties and physics related sounds.
SyncAttribute
attribute
Automatically synchronize a property of a networked object from the owner to other clients.
SyncFlags
enum
Describes the behaviour of network synchronization.
SystemsConfig
class
Configuration for GameObjectSystem properties at a project level. Specific scenes may override this as well - but will be serialized directly in the scene.
TagSet
class
TargetTypeAttribute
attribute
When applied to a Type property, allows you to specify a Type that the property's value must derive from.
TaskSource
struct
Provides a way for us to cancel tasks after common async shit is executed.
Terrain
class
Terrain renders heightmap based terrain.
TerrainFlags
enum
TerrainMaterial
class
Description of a Terrain Material.
TerrainStorage
class
Stores heightmaps, control maps and materials.
TextAreaAttribute
attribute
When applied to a string property, show a multi-line text box instead of a single line.
TextFlag
enum
Flags dictating position of text (and other elements). Default alignment on each axis is Top, Left. Values for each axis can be combined into a single value, conflicting values have undefined behavior.
TextRenderer
class
Renders text in the world
TextRendering
class
Texture
class
A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).
Texture2DBuilder
struct
Texture3DBuilder
struct
TextureArrayBuilder
struct
TextureBuilder
struct
TextureCubeBuilder
struct
TextureFlags
enum
Flags providing hints about a texture
TextureImagePathAttribute
attribute
When added to a string property, will allow selection of anything that a Texture can be
ThreadSafe
class
Provides utilities for working with threads, particularly for identifying and asserting code is running on the main thread.
Time
class
TimeSince
struct
A convenience struct to easily measure time since an event last happened, based on Sandbox.Time.Now.

Typical usage would see you assigning 0 to a variable of this type to reset the timer. Then the struct would return time since the last reset. i.e.: TimeSince lastUsed = 0; if ( lastUsed > 10 ) { /*Do something*/ }
TimeUntil
struct
A convenience struct to easily manage a time countdown, based on Sandbox.Time.Now.

Typical usage would see you assigning to a variable of this type a necessary amount of seconds. Then the struct would return the time countdown, or can be used as a bool i.e.: TimeUntil nextAttack = 10; if ( nextAttack ) { /*Do something*/ }
TintAttribute
attribute
Tonemapping
class
Applies a tonemapping effect to the camera.
TrailRenderer
class
Renders a trail behind the object, when it moves.
TrailTextureConfig
struct
Defines how a trail is going to be textured. Used by TrailRenderer.
TransformProxy
class
TransformProxyComponent
class
Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want to keep the local transform of a GameObject, but want to offset based on that for some reason. Having multiple of these on one GameObject is not supported, and will result in weirdness.
Triangle
struct
TriggerHurt
class
Deals damage to objects inside
TypeDescription
class
Describes a type. We use this class to wrap and return System.Type's that are safe to interact with. Returned by Sandbox.Internal.TypeLibrary.
UprightJoint
class
Constrains a physics body to stay upright relative to another body or the world. Uses a spring to keep the Z-axes of both bodies parallel.
Variant
struct
A Variant is a type that can hold any value, and also keeps track of the type of the value it holds. It's useful for cases where you want to store a value of an unknown type, or when you want to serialize/deserialize values of various types in a generic way.
VerletRope
class
Verlet integration-based rope physics simulation component.
Vertex
struct
VertexAttribute
struct
VertexAttributeFormat
enum
VertexAttributeType
enum
VertexBuffer
class
VertexLayout
class
Allows for the definition of custom vertex layouts
VideoPlayer
class
Enables video playback and access to the video texture and audio.
VideoWriter
class
Allows the creation of video content by encoding a sequence of frames.
Vignette
class
Applies a vignette to the camera
Voice
class
Records and transmits voice/microphone input to other players.
VoiceMode
enum
Voice chat activation mode preference.
VolumetricFogController
class
Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did previously with entities, But we need to be fetch the baked fog texture from the map file
VolumetricFogParameters
class
VolumetricFogVolume
class
Adds a volumetric fog volume to the scene.
WebSocket
class
A WebSocket client for connecting to external services.
WebSurface
class
Enables rendering and interacting with a webpage
WheelJoint
class
The wheel joint can be used to simulate wheels on vehicles. The wheel joint restricts body B to move along a local axis in body A. Body B is free to rotate. Supports a linear spring, linear limits, and a rotational motor. The assumption is that you will create this joint on the wheel body.This will enable suspension to be in the correct direction.
WideModeAttribute
attribute
Expand the value editor to fill the next line in the inspector, leaving the title above it
WorkshopItemMetaData
struct
Some metadata we'll pack into a workshop submission when publishing.
WorldInput
class
A router for world input, the best place to put this is on your player's camera. Uses cursor ray when mouse is active, otherwise the direction of this gameobject. You could also put this on a VR controller to interact with world panels.
WorldPanel
class
Renders any attached PanelComponents to the world in 3D space.
WrappedMethod
struct
Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
WrappedMethod<T>
struct
Provides data about a wrapped method in a Sandbox.CodeGeneratorAttribute callback.
WrappedPropertyGet<T>
struct
Provides data about a wrapped property getter in a Sandbox.CodeGeneratorAttribute callback.
WrappedPropertySet<T>
struct
Provides data about a wrapped property setter in a Sandbox.CodeGeneratorAttribute callback.

list Sandbox.AmbientOcclusion 2

deployed_code Sandbox.Audio.AudioMeter 1

folder Sandbox.Audio.DelayProcessor 1

folder Sandbox.Audio.DspProcessor 1

folder Sandbox.Audio.HighPassProcessor 1

folder Sandbox.Audio.LowPassProcessor 1

folder Sandbox.Audio.PitchProcessor 1

list Sandbox.BallJoint 1

list Sandbox.BaseChair 1

deployed_code Sandbox.BasePostProcess 1

list Sandbox.Bloom 1

folder Sandbox.BoneCollection 1

list Sandbox.CableComponent 1

folder Sandbox.CameraComponent 2

folder Sandbox.Citizen 1

list Sandbox.Clothing.IconSetup 1

folder Sandbox.ClothingContainer 1

list Sandbox.Clutter.ClutterComponent 1

list Sandbox.Clutter.ClutterDefinition 1

deployed_code Sandbox.Clutter.ClutterGridSystem.ClutterStorage 1

list Sandbox.ColorGrading 2

deployed_code Sandbox.CompileGroup 1

folder Sandbox.Compiler 2

deployed_code Sandbox.ConCmdAttribute 1

deployed_code Sandbox.Connection 1

list Sandbox.Connection.Filter 1

deployed_code Sandbox.CursorSettings 1

deployed_code Sandbox.DataModel.GameSetting 1

folder Sandbox.Debug 1

folder Sandbox.DecalDefinition 1

folder Sandbox.Diagnostics.Allocations 2

folder Sandbox.Diagnostics.PerformanceStats 3

deployed_code Sandbox.Diagnostics.PerformanceStats.Timings 1

folder Sandbox.DirectionalLight 1

list Sandbox.Doo.TargetComponent 1

list Sandbox.Dresser 1

folder Sandbox.Engine.BindCollection 2

deployed_code Sandbox.Engine.Settings.RenderSettings 1

folder Sandbox.Engine.Shaders.ShaderCompile 1

folder Sandbox.Engine.Shaders.ShaderCompile.Results 1

deployed_code Sandbox.Engine.Utility.RayTrace 1

deployed_code Sandbox.Engine.Utility.RayTrace.MeshTraceRequest 1

deployed_code Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result 1

deployed_code Sandbox.EnumDescription 1

list Sandbox.HingeJoint 1

list Sandbox.HullCollider 1

deployed_code Sandbox.IByteParsable 1

list Sandbox.Joint 1

list Sandbox.Light 1

deployed_code Sandbox.ManifestSchema 1

list Sandbox.ManualHitbox 1

folder Sandbox.Mapping 2

list Sandbox.Mapping.Button 1

deployed_code Sandbox.Menu 1

list Sandbox.MeshComponent 1

folder Sandbox.Model.BodyPart 1

folder Sandbox.ModelAttachments 1

list Sandbox.ModelRenderer 1

folder Sandbox.MovieMaker 15

ClipExtensions
class
Helper methods for working with Sandbox.MovieMaker.IMovieClip and Sandbox.MovieMaker.ITrack.
ComponentCapturer<T>
class
Generic helper implementation of Sandbox.MovieMaker.IComponentCapturer.
DefaultMovieRecorderOptionsAttribute
attribute
Call this static method when building Sandbox.MovieMaker.MovieRecorderOptions.Default. The method must have exactly one parameter, of type Sandbox.MovieMaker.MovieRecorderOptions, and must return a Sandbox.MovieMaker.MovieRecorderOptions.
EmbeddedMovieResource
class
An Sandbox.MovieMaker.IMovieClip embedded in a property.
Interpolator
class
Helper for accessing Sandbox.MovieMaker.IInterpolator`1 implementations, for interpolating between two values of the same type
MoviePlayer
class
Plays a Sandbox.MovieMaker.IMovieClip in a Sandbox.Scene to animate properties over time.
MovieRecorder
class
Records properties in a scene to tracks ready for use in a Sandbox.MovieMaker.MoviePlayer. You can use this for in-game demo recording of a whole scene, or only specific properties, configured using Sandbox.MovieMaker.MovieRecorderOptions. You can manually call Sandbox.MovieMaker.MovieRecorder.Advance(Sandbox.MovieMaker.MovieTime) to move the recording time along, then Sandbox.MovieMaker.MovieRecorder.Capture to write all recorded properties to tracks. Alternatively, call Sandbox.MovieMaker.MovieRecorder.Start to automatically advance and capture every fixed update, and Sandbox.MovieMaker.MovieRecorder.Stop to finish recording. Convert the recording to a Sandbox.MovieMaker.Compiled.MovieClip by calling Sandbox.MovieMaker.MovieRecorder.ToClip. This clip can then be played back immediately, or serialized to later use.
MovieRecorderAction
class
Called each time Sandbox.MovieMaker.MovieRecorder.Capture is invoked.
MovieRecorderFilter
class
Returns if the passed shouldn't be recorded. Called once per object.
MovieRecorderOptions
class
Configures a Sandbox.MovieMaker.MovieRecorder, deciding how often it captures and which properties should be recorded.
MovieResource
class
A movie clip created with the MoviePlayer component.
MovieTime
struct
Represents a duration of time in a movie. Uses fixed point so precision is consistent at any absolute time. Defaults to Sandbox.MovieMaker.MovieTime.Zero.
MovieTimeRange
struct
Represents a segment of time, given by Sandbox.MovieMaker.MovieTimeRange.Start and Sandbox.MovieMaker.MovieTimeRange.End times.
TrackBinder
class
Controls which Sandbox.MovieMaker.ITrackTargets from a scene are controlled by which Sandbox.MovieMaker.ITrack from a Sandbox.MovieMaker.IMovieClip. Can be serialized to save which tracks are bound to which targets.
TrackMetadata
class
Additional information used when editing or animating reference tracks.

deployed_code Sandbox.Network.SnapshotMsg 1

folder Sandbox.Package.ListResult 1

deployed_code Sandbox.Package.PackageUsageStats 1

list Sandbox.ParticleControlPoint 1

list Sandbox.ParticleEffect 2

list Sandbox.ParticleFloat 2

list Sandbox.ParticleGradient 2

deployed_code Sandbox.ParticleSnapshot 1

list Sandbox.ParticleSpriteRenderer 2

list Sandbox.ParticleTextRenderer 1

folder Sandbox.Physics 13

BallSocketJoint
class
A ballsocket constraint.
CollisionRules
class
This is a JSON serializable description of the physics's collision rules. This allows us to send it to the engine - and store it in a string table (which is networked to the client). You shouldn't really ever have to mess with this, it's just used internally.
ControlJoint
class
The control joint is designed to control the movement of a body while remaining responsive to collisions. A spring can be used to control position and rotation, while a velocity motor can control velocity and simulate friction in top-down games. Both methods can be combined — for example, a spring with friction. Position and velocity control each have configurable force and torque limits.
FixedJoint
class
A generic "rope" type constraint.
HingeJoint
class
A hinge-like constraint.
PhysicsJoint
class
A physics constraint.
PhysicsPoint
struct
Used to describe a point on a physics body. This is used for things like joints where you want to pass in just a body, or sometimes you want to pass in a body with a specific location and rotation to attach to.
PhysicsSettings
class
PhysicsSpring
struct
Spring related settings for joints such as Sandbox.Physics.FixedJoint.
PulleyJoint
class
A pulley constraint. Consists of 2 ropes which share same length, and the ratio changes via physics interactions. Typical setup looks like this: @-----------------@ | | | | Object A Object B
SliderJoint
class
A slider constraint, basically allows movement only on the arbitrary axis between the 2 constrained objects on creation.
SpringJoint
class
A rope-like constraint that is has springy/bouncy.
UprightJoint
class
A parallel joint that constrains the Z-axes of two bodies to be parallel using a spring. Useful for keeping a physics body upright relative to another body or a static anchor.

deployed_code Sandbox.PhysicsContact 1

folder Sandbox.PhysicsGroupDescription 3

folder Sandbox.PhysicsGroupDescription.BodyPart 5

folder Sandbox.Project 1

folder Sandbox.Rendering 15

CommandList
class
FilterMode
enum
Represents filtering modes for texture sampling in the rendering pipeline.
GradientFogSetup
struct
Setup for defining gradient fog in a view
HudPainter
struct
2D Drawing functions for a Sandbox.Rendering.CommandList. HudPainter provides a set of methods for drawing shapes, textures, and text onto a command list, typically for HUD or UI rendering.
ReflectionSetup
struct
Allows special setup for reflections, such as offsetting the reflection plane
RefractionSetup
struct
Allows special setup for refraction, such as offsetting the clip plane
RendererSetup
struct
When manually rendering a Renderer this will let you override specific elements of that render. This means you can use most of the Renderer's properties, but override some without disturbing the Renderer itself.
RenderTargetHandle
struct
A render target handle used with CommandLists
RenderValue
enum
ResourceState
enum
Used to describe a GPU resources state for barrier transitions.
SamplerState
struct
Represents a sampler state used to control how textures are sampled in shaders. Example usage: SamplerState mySampler < Attribute("sampler"); >; C# binding: var sampler = new SamplerState { Filter = FilterMode.Trilinear, AddressModeU = TextureAddressMode.Wrap, AddressModeV = TextureAddressMode.Wrap, AddressModeW = TextureAddressMode.Clamp, MaxAnisotropy = 4 }; Graphics.Attributes.Set("sampler", sampler);
Stage
enum
TextureAddressMode
enum
Specifies how texture coordinates outside the [0.0, 1.0] range are handled.
TextureStreaming
class
Gives global access to the texture streaming system.
ViewSetup
struct
When manually rendering a camera this will let you override specific elements of that render. This means you can use most of the camera's properties, but override some without disturbing the camera itself.

deployed_code Sandbox.Resource 1

list Sandbox.Resources.RandomTextureGenerator 1

folder Sandbox.Resources.ResourceCompileContext 2

deployed_code Sandbox.Resources.ResourceGenerator 1

folder Sandbox.SceneCamera 1

list Sandbox.SceneCamera.BloomAccessor 1

list Sandbox.SceneCubemap 1

list Sandbox.SceneLight 2

list Sandbox.SceneLineObject 2

folder Sandbox.SceneMapLoader 1

folder Sandbox.SceneObject 1

list Sandbox.ScreenPanel 1

folder Sandbox.SelectionSetsSystem 2

folder Sandbox.Services.Achievements 1

folder Sandbox.Services.Leaderboards 3

deployed_code Sandbox.Services.Leaderboards.Board2 1

list Sandbox.Services.Reports 1

deployed_code Sandbox.Services.ServerList 1

list Sandbox.SoundEvent 1

folder Sandbox.SoundHandle 1

folder Sandbox.Soundscape 2

list Sandbox.SoundscapeTrigger 1

deployed_code Sandbox.Speech.Synthesizer 1

list Sandbox.SpringJoint 1

list Sandbox.SpriteRenderer 1

deployed_code Sandbox.StreamPoll 1

deployed_code Sandbox.StreamPrediction 1

folder Sandbox.TagSet 1

deployed_code Sandbox.Tasks 1

folder Sandbox.TerrainStorage 1

folder Sandbox.UI 119

Align
enum
Possible values for align-items CSS property.
BackdropDrawDescriptor
struct
BackgroundRepeat
enum
Possible values for background-repeat CSS property.
BaseControl
class
BasePopup
class
A panel that gets deleted automatically when clicked away from
BaseStyles
class
Auto generated container class for majority of CSS properties available.
BaseVirtualPanel
class
Base class for virtualized, scrollable panels that only create item panels when visible.
BorderImageFill
enum
State of fill setting of border-image-slice (border-image) CSS property.
BorderImageRepeat
enum
Possible values for border-image-repeat (border-image) CSS property.
Box
class
Represents position and size of a Sandbox.UI.Panel on the screen.
BoxDrawDescriptor
struct
Button
class
ButtonEvent
class
Keyboard (and mouse) key press Sandbox.UI.PanelEvent.
ButtonGroup
class
CascadingParameterAttribute
attribute
A panel's property will be inherited from its parent.
Checkbox
class
Clipboard
class
ColorAlphaControl
class
ColorControl
class
ColorHueControl
class
ColorPickerControl
class
ColorSaturationValueControl
class
ControlSheet
class
ControlSheetGroup
class
ControlSheetGroupHeader
class
ControlSheetRow
class
CopyEvent
class
CutEvent
class
DisplayMode
enum
Possible values for display CSS property.
DragEvent
class
DropDown
class
Emoji
class
Helper class for working with Unicode emoji.
EnumControl
class
EscapeEvent
class
Field
class
FieldControl
class
FlexDirection
enum
Possible values for flex-direction CSS property.
FontSmooth
enum
Possible values for font-smooth CSS property.
FontStyle
enum
Possible values for font-style CSS property.
FontVariantNumeric
enum
Possible values for font-variant-numeric CSS property.
Form
class
IconPanel
class
Image
class
A generic box that displays a given texture within itself.
ImageRendering
enum
Possible values for image-rendering CSS property.
InputFocus
class
Handles input focus for Sandbox.UI.Panels.
Justify
enum
Possible values for justify-content CSS property.
KeyFrames
class
Represents a CSS @keyframes rule.
Label
class
A generic text label. Can be made editable.
LayoutCascade
struct
Length
struct
A variable unit based length. ie, could be a percentage or a pixel length. This is commonly used to express the size of things in UI space, usually coming from style sheets.
LengthUnit
enum
Possible units for various CSS properties that require length, used by Sandbox.UI.Length struct.
LengthUnitExtension
class
LoaderFullScreen
class
Margin
struct
Represents a Rect where each side is the thickness of an edge/padding/margin/border, rather than positions.
MaskMode
enum
Possible values for mask-mode CSS property.
MaskScope
enum
Possible values for mask-scope CSS property.
MenuPanel
class
MixinDefinition
class
Represents a parsed @mixin definition that can be included elsewhere.
MixinParameter
struct
A single parameter in a mixin definition.
MousePanelEvent
class
Mouse related Sandbox.UI.PanelEvent.
NumberEntry
class
ObjectFit
enum
Option
class
OutlineDrawDescriptor
struct
OverflowMode
enum
Possible values for the "overflow" CSS rule, dictating what to do with content that is outside of a panels bounds.
PackageCard
class
PackageFilterFacet
class
PackageFilterOrder
class
PackageFilters
class
PackageList
class
Panel
class
A simple User Interface panel. Can be styled with CSS.
PanelEvent
class
Base Sandbox.UI.Panel event.
See Sandbox.UI.Panel.CreateEvent(Sandbox.UI.PanelEvent).
PanelEventAttribute
attribute
Add an event listener to a Sandbox.UI.Panel event with the given name.
See Sandbox.UI.Panel.CreateEvent(System.String,System.Object,System.Nullable{System.Single}).
PanelInputType
enum
PanelRenderTreeBuilder
class
This is a tree renderer for panels. If we ever use razor on other ui we'll want to make a copy of this class and do the specific things to that.
PanelStyle
class
PanelTransform
struct
PasteEvent
class
PointerEvents
enum
Possible values for pointer-events CSS property.
Popup
class
PopupButton
class
PositionMode
enum
Possible values for position CSS property.
PseudoClass
enum
List of CSS pseudo-classes used by the styling system for hover, active, etc. This acts as a bit-flag.
RenderState
struct
Describes panel's position and size for rendering operations.
RootPanel
class
A root panel. Serves as a container for other panels, handles things such as rendering.
ScenePanel
class
Allows to render a scene world onto a panel.
SelectionEvent
class
Shadow
struct
Shadow style settings
ShadowDrawDescriptor
struct
ShadowList
class
A list of shadows
SliderControl
class
SplitContainer
class
StyleBlock
class
A CSS rule - ie ".chin { width: 100%; height: 100%; }"
Styles
class
Represents all supported CSS properties and their currently assigned values.
StyleSelector
class
A CSS selector like "Panel.button.red:hover .text"
StyleSheet
class
StyleSheetAttribute
attribute
Will automatically apply the named stylesheet to the Panel.
StyleSheetCollection
struct
A collection of Sandbox.UI.StyleSheet objects applied directly to a panel. See Sandbox.UI.Panel.StyleSheet.
SvgPanel
class
A generic panel that draws an SVG scaled to size
SwitchControl
class
TextAlign
enum
Possible values for text-align CSS property.
TextDecoration
enum
Possible values for text-decoration CSS property.
TextDecorationStyle
enum
Possible values for text-decoration-style CSS property.
TextEntry
class
TextOverflow
enum
Possible values for text-overflow CSS property.
TextSkipInk
enum
Possible values for text-decoration-skip-ink CSS property.
TextTransform
enum
Possible values for text-transform CSS property.
TransitionDesc
struct
Describes transition of a single CSS property, a.k.a. the values of a transition CSS property. Utility to create a transition by comparing the panel style before and after the scope.
TransitionList
class
A list of CSS properties that should transition when changed. Utility to create a transition by comparing the panel style before and after the scope.
Transitions
class
Handles the storage, progression and application of CSS transitions for a single Sandbox.UI.Panel.
VectorControl
class
VirtualGrid
class
A virtualized, scrollable grid panel that only creates item panels when visible.
VirtualList
class
A virtualized, scrollable list panel that only creates item panels when visible.
WebPanel
class
A panel that displays an interactive web page.
WhiteSpace
enum
Possible values for white-space CSS property.
WordBreak
enum
Possible values for word-break CSS property.
WorldInput
obsoleteclass
WorldPanel
class
An interactive 2D panel rendered in the 3D world.
Wrap
enum
Possible values for flex-wrap CSS property.

deployed_code Sandbox.UI.IStyleBlock 1

folder Sandbox.UI.KeyFrames 1

list Sandbox.UI.PackageCard 1

folder Sandbox.UI.PanelTransform 2

list Sandbox.UI.Popup 1

deployed_code Sandbox.UI.TextEntry 1

folder Sandbox.UI.Transitions 2

list Sandbox.Volumes.SceneVolume 1

folder Sandbox.WebSurface 1

list Sandbox.WorldPanel 2

deployed_code ValidateAttribute 1