API Reference
Components
81 types
| Type | Name | Description |
|---|---|---|
| class | ActionsInvoker Sandbox.ActionGraphs | A component which allows you to use action in all the usual functions. |
| class | AmbientLight Sandbox | Adds an ambient light to the scene, applied globally. |
| class | AudioListener Sandbox | If this exists and is enabled in a scene, then the client will hear from this point rather than from the cameras point o |
| class | AwakeActionComponent Sandbox.ActionGraphs | |
| class | BaseChair Sandbox | |
| class | BasePostProcess Sandbox | The base class for all post process effects. |
| class | BaseSoundComponent Sandbox | |
| class | BeamEffect Sandbox | The BeamEffect component creates a visual beam effect in the scene, simulating a continuous line or laser-like effect. U |
| class | CameraComponent Sandbox | Every scene should have at least one Camera. |
| class | CharacterController Sandbox | Allows collision constrained movement without the need for a rigidbody. This is not affected by forces and will only mov |
| class | CitizenAnimationHelper Sandbox.Citizen | Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our aim is t |
| class | ClutterComponent Sandbox.Clutter | Clutter scattering component supporting both infinite and volumes. |
| class | Collider Sandbox | |
| class | CollisionActionComponent Sandbox.ActionGraphs | Reacts to collisions. |
| class | CubemapFog Sandbox | Applies a cubemap fog effect to the camera |
| class | Decal Sandbox | The Decal component projects textures onto model's opaque or transparent surfaces. They inherit and modify the PBR prope |
| class | DestroyActionComponent Sandbox.ActionGraphs | |
| class | DisabledActionComponent Sandbox.ActionGraphs | |
| class | Dresser Sandbox | Allows easily dressing a citizen or human in clothing |
| class | DspVolume Sandbox | |
| class | EnabledActionComponent Sandbox.ActionGraphs | |
| class | EnvmapProbe Sandbox | A cubemap probe that captures the environment around it. |
| class | FireDamage Sandbox | Applies fire damage to any IDamageable in our Root object. Damage is tagged "fire" and "burn" |
| class | FixedUpdateActionComponent Sandbox.ActionGraphs | |
| class | GradientFog Sandbox | Adds a gradient fog to the world |
| class | HammerMesh Sandbox | Added automatically by Hammer to GameObjects that have a map mesh tied to them. When a map is compiled the Model propert |
| class | HighlightOutline Sandbox | This component should be added to stuff you want to be outlined. You will also need to add the Highlight component to t |
| class | IndirectLightVolume Sandbox | Dynamic Diffuse Global Illumination volume that provides indirect lighting using a 3D probe grid. Probes store irradianc |
| class | Joint Sandbox | |
| class | LegacyParticleSystem Sandbox | Support's Source Engine's vpcf particles |
| class | Light Sandbox | |
| class | LipSync Sandbox | Drive morphs with lipsync from sounds. |
| class | ManualHitbox Sandbox | A hitbox that can be placed manually on a GameObject, instead of coming from a model |
| class | MapInstance Sandbox | Allows you to load a map into the Scene. This can be either a vpk or a scene map. |
| class | MapObjectComponent Sandbox | |
| class | MapSkybox3D Sandbox | |
| class | MissingComponent Sandbox | This is added when a component is missing. It will store the json data of the missing component, so we don't lose any da |
| class | ModelHitboxes Sandbox | Hitboxes from a model |
| class | ModelPhysics Sandbox | Physics for a model. This is primarily used for ragdolls and other physics driven models, otherwise you should be using |
| class | MoveMode Sandbox.Movement | A move mode for this character |
| class | MoviePlayer Sandbox.MovieMaker | Plays a IMovieClip in a Scene to animate properties over time. |
| class | NavMeshAgent Sandbox | An agent that can navigate the navmesh defined in the scene. |
| class | NavMeshArea Sandbox | An area that influences the NavMesh generation. Areas can be used to block off parts of the NavMesh. Static areas have a |
| class | NavMeshLink Sandbox | NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports. |
| class | NetworkHelper Sandbox | Creates a networked game lobby and assigns player prefabs to connected clients. |
| class | PanelComponent Sandbox | |
| class | ParticleController Sandbox | Particles can have extra controllers that can modify the particles every frame. |
| class | ParticleEffect Sandbox | Defines and holds particles. This is the core of the particle system. |
| class | ParticleEmitter Sandbox | Creates particles. Should be attached to a ParticleEffect. |
| class | PhysicsFilter Sandbox | |
| class | PlayerController Sandbox | |
| class | PostProcess Sandbox | Adds an effect to the camera |
| class | PostProcessVolume Sandbox | A volume that defines a region in the scene where post processing effects will be applied. |
| class | Prop Sandbox | A prop is defined by its model. The model can define its health and what happens when it breaks. This component is desig |
| class | RadiusDamage Sandbox | Applies damage in a radius, with physics force, and optional occlusion |
| class | Renderer Sandbox | |
| class | Rigidbody Sandbox | Adds physics properties to an object. Requires a collider to be attached to the same object. |
| class | SceneInformation Sandbox | |
| class | ScreenPanel Sandbox | Renders any attached PanelComponents to the screen. Acts as the root for all your UI components. |
| class | SimpleActionComponent Sandbox.ActionGraphs | These should not exist |
| class | SkyBox2D Sandbox | Adds a 2D skybox to the world |
| class | SoundBoxComponent Sandbox | Plays a sound within a box. |
| class | SoundPointComponent Sandbox | Plays a sound at a point in the world. |
| class | SoundscapeTrigger Sandbox | Plays a soundscape when the listener enters the trigger area. |
| class | SpawnPoint Sandbox | Dictates where players will spawn when they join the game when using a NetworkHelper. |
| class | StartActionComponent Sandbox.ActionGraphs | |
| class | TemporaryEffect | Destroys a GameObject after a number of seconds. If the GameObject or its children have any components that implement I |
| class | TransformProxyComponent Sandbox | Help to implement a component that completely overrides the transform. This is useful for scenarios where you will want |
| class | TriggerActionComponent Sandbox.ActionGraphs | Reacts to collider triggers. |
| class | TriggerHurt Sandbox | Deals damage to objects inside |
| class | UpdateActionComponent Sandbox.ActionGraphs | |
| class | VerletRope Sandbox | Verlet integration-based rope physics simulation component. |
| class | Voice Sandbox | Records and transmits voice/microphone input to other players. |
| class | VolumeComponent Sandbox.Volumes | |
| class | VolumetricFogController Sandbox | Internal component for storing the baked fog texture We don't need to expose the volumetric fog controller like we did p |
| class | VolumetricFogVolume Sandbox | Adds a volumetric fog volume to the scene. |
| class | VRAnchor Sandbox.VR | Updates the the VR anchor based on a GameObject's transform. |
| class | VRHand Sandbox.VR | Updates the parameters on an SkinnedModelRenderer on this GameObject based on the skeletal data from SteamVR. Useful for |
| class | VRModelRenderer Sandbox.VR | Renders a device-specific model for a VR device |
| class | VRTrackedObject Sandbox.VR | Updates this GameObject's transform based on a given tracked object (e.g. left controller, HMD). |
| class | WorldInput Sandbox | A router for world input, the best place to put this is on your player's camera. Uses cursor ray when mouse is active, o |