#sbox clear

s&box: Driving character animations with SkinnedModelRenderer — Set parameters, IK, bone transforms, events

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: .NET API whitelist — blocked APIs and their s&box equivalents (System.IO, HttpClient, Reflection)

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: Persisting save data with FileSystem.Data.WriteJson / ReadJson

s&box: Singleton Component pattern using static Instance with OnAwake/OnDestroy guard