s&box: Making HTTP requests with Sandbox.Http — System.Net.HttpClient is sandboxed out
s&box networking: Handling player join/leave/spawn with INetworkListener
s&box: Async/await in Components — use Component.Task (TaskSource) to auto-cancel on destroy
s&box: Scene-lifetime global systems with GameObjectSystem — no GameObject required
s&box: AI pathfinding with NavMeshAgent — MoveTo, WishVelocity, GetLookAhead
s&box: Collision and trigger detection with ICollisionListener and ITriggerListener
s&box: Player movement with CharacterController — Accelerate, Move, IsOnGround, Punch
s&box: Applying forces and impulses to Rigidbody — ApplyForce, ApplyImpulse, velocity
s&box: Spawning prefabs and cloning GameObjects with GameObject.Clone()
s&box: Reading player input with Input.Down/Pressed/Released and AnalogMove/AnalogLook
s&box: Submitting stats to leaderboards and unlocking achievements with Sandbox.Services
s&box UI: Building HUD and menus with Razor PanelComponent — BuildHash, BindClass, StateHasChanged
s&box: Raycasting and physics queries with Scene.Trace fluent builder
s&box networking: RPC types — [Rpc.Host], [Rpc.Owner], [Rpc.Broadcast] and when to use each
s&box networking: Choosing the right [Sync] flags — FromHost, Query, Interpolate
s&box: Playing 3D positional sounds with Sound.Play() — position overload required for spatialization
s&box: Singleton Component pattern using static Instance with OnAwake/OnDestroy guard
s&box: Detecting which face of an object is up after physics — use Vector3.Dot not Euler angles
s&box: Detecting when a Rigidbody has settled after physics using IScenePhysicsEvents