folder Sandbox 57

AmbientLight
class
Adds an ambient light to the scene, applied globally.
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.
BaseChair
class
BasePostProcess
class
The base class for all post process effects.
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.
CableComponent
class
Non-destructive cable data + mesh generation.
CableNodeComponent
class
CameraComponent
class
Every scene should have at least one Camera.
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.
Collider
class
CubemapFog
class
Applies a cubemap fog effect to the camera
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.
Dresser
class
Allows easily dressing a citizen or human in clothing
EnvmapProbe
class
A cubemap probe that captures the environment around it.
FireDamage
class
Applies fire damage to any IDamageable in our Root object. Damage is tagged "fire" and "burn"
GradientFog
class
Adds a gradient fog to the world
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.
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.
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.
Joint
class
LegacyParticleSystem
obsoleteclass
Support's Source Engine's vpcf particles
Light
class
LipSync
class
Drive morphs with lipsync from sounds.
ManualHitbox
class
A hitbox that can be placed manually on a GameObject, instead of coming from a model
MapInstance
class
Allows you to load a map into the Scene. This can be either a vpk or a scene map.
MapObjectComponent
class
MapSkybox3D
class
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.
ModelHitboxes
class
Hitboxes from a model
ModelPhysics
class
Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using a Rigidbody.
NavMeshAgent
class
An agent that can navigate the navmesh defined in the scene.
NavMeshLink
class
NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports.
NetworkHelper
class
PanelComponent
class
ParticleController
class
Particles can have extra controllers that can modify the particles every frame.
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.
PhysicsFilter
class
PlayerController
class
PostProcess
obsoleteclass
Adds an effect to the camera
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.
RadiusDamage
class
Applies damage in a radius, with physics force, and optional occlusion
Renderer
class
Rigidbody
class
Adds physics properties to an object. Requires a collider to be attached to the same object.
SceneInformation
class
ScreenPanel
class
Renders any attached PanelComponents to the screen. Acts as the root for all your UI components.
SkyBox2D
class
Adds a 2D skybox to the world
SoundscapeTrigger
class
Plays a soundscape when the listener enters the trigger area.
SpawnPoint
class
Dictates where players will spawn when they join the game when using a NetworkHelper.
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.
TriggerHurt
class
Deals damage to objects inside
VerletRope
class
Verlet integration-based rope physics simulation component.
Voice
class
Records and transmits voice/microphone input to other players.
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
VolumetricFogVolume
class
Adds a volumetric fog volume to the scene.
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.

folder Sandbox.Citizen 1

folder Sandbox.Mapping 2

folder Sandbox.Volumes 1