#csharp clear

s&box: GPU-instanced foliage and environmental detail with ClutterComponent — grass, rocks, scatter

s&box: Pause and slow-motion with Scene.TimeScale — affects physics, animation, and Time.Delta

s&box networking: ISceneStartup — OnHostInitialize vs OnClientInitialize for multiplayer scene setup

s&box: JSON serialization with Sandbox.Json — handles engine types that System.Text.Json misses

s&box: Hotloading — what survives code reload, hotload-safe patterns, [Property] vs plain fields

s&box networking: NetworkingSettings — ClientsCanSpawnObjects security, update rate, host migration

s&box: Laser beams and bullet tracers with BeamEffect — animated lines, texture scroll, travel effect

s&box: Player avatar clothing with ClothingContainer — bone merge, body groups, Steam inventory

s&box: Auto-destroying effect GameObjects with TemporaryEffect — waits for particles and sounds to finish

s&box: Physics joints — hinge, spring, rope, fixed constraints with PhysicsJoint factory methods

s&box: Finding GameObjects and components — FindAllWithTag, Directory.FindByName, GetInDescendants

s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks

s&box: Spawning decals at runtime with DecalRenderer — bullet holes, surface marks, orientation from trace normal

s&box: Performance patterns — cache components, avoid per-frame GetAllComponents, use OnFixedUpdate for physics

s&box: Localization with Language.GetPhrase — multi-language support with phrase tokens and variable substitution

s&box: Real-time external connections with Sandbox.WebSocket — System.Net.WebSockets is sandboxed out

s&box: CameraComponent — FOV, orthographic, render to texture, tag filtering, render hooks

s&box: Post-processing effects (Bloom, DoF, Tonemapping) — component-based, attached to CameraComponent

s&box: Component lifecycle order — OnAwake, OnStart, OnEnabled, OnUpdate, OnFixedUpdate, OnDestroy

s&box: Clean timer management with TimeSince and TimeUntil — cooldowns, countdowns, elapsed time