As you play with developing in s&box, you will notice some things are weird, missing, or suck. We are aware.
Hereβs the current status of key features and missing functionality youβll run into.
Name | Description |
---|---|
Audio | π’ Can play sounds, music, voice chat, can play them positionally or 2D. π No auto voice ducking. |
Multiplayer | π’ Can create server, join server, sync vars, gameobjects, rpcs π No error handling, permissions π΄ No dedicated server support yet |
UI | π’ Razor and Panel class UI, full style sheets, transitions, transforms, animation, world panels π Some intellisense difficulties with .razor files |
Scenes | π’ Can create scene, gameobject, components, play, stop π Needs api cleanup, slimming, missing properties |
Controller | π’ Controller input π΄ No UI navigation support |
Navigation | π’ Recast navmesh, agents, pathfinding π Not tiled, no obstructions or markup |
Platforms | π’ Windows π Is likely to expand in the future, just not a priority |
Hammer/Maps | π’ Create + Load maps, brushwork, props, lights, select + launch map in game π No buttons, actiongraph, doors, triggers, prefabs |
VR | π’ Easy to develop for, built-in components π Accessibility, user experience needs work, needs more testing |
Particles | π’ Create particle effects, emitters, sprite rendering, model rendering, trails, lights, velocity, collision π No line renderer, motion vectors, normals |
Standalone | π Working on export to standalone version |
Physics | π’ Full 3D and 2D physics, great performance + stability |
Editor | π’ Scene editor, editor tools, inspector, editor apps, key re-binding |
2D | π’ 2D physics, ortho camera π Basic sprite support π΄ No 2d editor mode |
GameResources | π’ Custom game resource types, with inspector editing π No binary writing support yet |
Terrain | π Early development, basic editing π΄ No grass/detail models yet |
Animation | π’ Valveβs animgraph system, events, IK, animated ragdolls, morphs π Some advanced features currently rely on an undocumented format |
PostProcessing | π’ Shader support, camera-based post-process base component |