TemporaryEffect 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.
Sandbox.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.
Sandbox.BaseSoundComponent
Sandbox.LipSync Drive morphs with lipsync from sounds.
Sandbox.SoundscapeTrigger Plays a soundscape when the listener enters the trigger area.
Sandbox.Voice Records and transmits voice/microphone input to other players.
Sandbox.CameraComponent Every scene should have at least one Camera.
Sandbox.CubemapFog Applies a cubemap fog effect to the camera
Sandbox.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() method.
Sandbox.Collider
Sandbox.ModelPhysics Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
Sandbox.Rigidbody Adds physics properties to an object. Requires a collider to be attached to the same object.
Sandbox.LegacyParticleSystem Support's Source Engine's vpcf particles
Sandbox.Dresser Allows easily dressing a citizen or human in clothing
Sandbox.ManualHitbox A hitbox that can be placed manually on a GameObject, instead of coming from a model
Sandbox.ModelHitboxes Hitboxes from a model
Sandbox.PlayerController
Sandbox.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 - 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.
Sandbox.SpawnPoint Dictates where players will spawn when they join the game when using a NetworkHelper.
Sandbox.Joint
Sandbox.AmbientLight Adds an ambient light to the scene, applied globally.
Sandbox.EnvmapProbe A cubemap probe that captures the environment around it.
Sandbox.Light
Sandbox.HammerMesh 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.
Sandbox.MapInstance Allows you to load a map into the Scene. This can be either a vpk or a scene map.
Sandbox.MapObjectComponent
Sandbox.MapSkybox3D
Sandbox.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.
Sandbox.NavMeshAgent An agent that can navigate the navmesh defined in the scene.
Sandbox.NavMeshArea 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.
Sandbox.NavMeshLink NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports.
Sandbox.ParticleController Particles can have extra controllers that can modify the particles every frame.
Sandbox.ParticleEmitter Creates particles. Should be attached to a Sandbox.ParticleEffect.
Sandbox.ParticleEffect Defines and holds particles. This is the core of the particle system.
Sandbox.ParticleRenderer Renders a set of particles. Should be attached to a Sandbox.ParticleRenderer.ParticleEffect.
Sandbox.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 render the outlines.
Sandbox.PostProcess Adds an effect to the camera
Sandbox.Decal 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.
Sandbox.GradientFog Adds a gradient fog to the world
Sandbox.Renderer
Sandbox.SkyBox2D Adds a 2D skybox to the world
Sandbox.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, But we need to be fetch the baked fog texture from the map file
Sandbox.VolumetricFogVolume Adds a volumetric fog volume to the scene.
Sandbox.PanelComponent
Sandbox.ScreenPanel Renders any attached PanelComponents to the screen. Acts as the root for all your UI components.
Sandbox.WorldInput A router for world input, the best place to put this is on your player's camera.
Sandbox.SceneInformation
Sandbox.VRWorldInput
Sandbox.TransformProxyComponent 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.
Sandbox.VR.VRAnchor Updates the the VR anchor based on a GameObject's transform.
Sandbox.VR.VRHand Updates the parameters on an Sandbox.SkinnedModelRenderer on this GameObject based on the skeletal data from SteamVR. Useful for quick hand posing based on controller input.
Sandbox.VR.VRModelRenderer Renders a device-specific model for a VR device
Sandbox.VR.VRTrackedObject Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD).
Sandbox.Volumes.VolumeComponent
Sandbox.Movement.MoveMode A move mode for this character
Sandbox.ActionGraphs.ActionsInvoker A component which allows you to use action in all the usual functions.
Sandbox.ActionGraphs.SimpleActionComponent These should not exist
Sandbox.ActionGraphs.CollisionActionComponent Reacts to collisions.
Sandbox.ActionGraphs.TriggerActionComponent Reacts to collider triggers.
Sandbox.NetworkHelper Creates a networked game lobby and assigns player prefabs to connected clients.
Sandbox.Citizen.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 need in this class, so you can easily see what variables are available.