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 UI: VirtualGrid for large scrollable lists — only renders visible items for performance
s&box: Custom asset types with GameResource — editor-editable data files (weapon defs, item configs)
s&box: Surface-based impact effects and footstep sounds using tr.Surface from SceneTraceResult
s&box: Runtime type discovery and reflection with TypeLibrary — sandboxed System.Reflection replacement
s&box: World-space UI (nameplates, health bars) with WorldPanel component
s&box: GameObject tag system — Tags.Add/Has/Remove and using tags in Scene.Trace filtering
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 networking: Creating and joining lobbies with Networking.CreateLobby / JoinBestLobby
s&box: Component [Property] attributes — Title, Group, Range, Description, InputAction, Hide, ReadOnly