#sbox clear

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

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: Console variables and commands with [ConVar] attribute — Saved, Replicated, Cheat flags

s&box networking: Creating and joining lobbies with Networking.CreateLobby / JoinBestLobby

s&box: Component [Property] attributes — Title, Group, Range, Description, InputAction, Hide, ReadOnly