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