s&box: Changing scenes at runtime with Game.ChangeScene() — multiplayer-safe scene transitions
s&box: Debug visualization with DebugOverlay — spheres, lines, boxes, text, trace results
s&box: Spawning particle effects at runtime — prefab clone vs programmatic ParticleEffect
s&box: Driving character animations with SkinnedModelRenderer — Set parameters, IK, bone transforms, events
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 UI: Building HUD and menus with Razor PanelComponent — BuildHash, BindClass, StateHasChanged
s&box: Raycasting and physics queries with Scene.Trace fluent builder
s&box: Playing 3D positional sounds with Sound.Play() — position overload required for spatialization
s&box: Persisting save data with FileSystem.Data.WriteJson / ReadJson
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