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: Runtime type discovery and reflection with TypeLibrary — sandboxed System.Reflection replacement
s&box: World-space UI (nameplates, health bars) with WorldPanel component
s&box: Changing scenes at runtime with Game.ChangeScene() — multiplayer-safe scene transitions
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: 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
Implementing anonymous MCP access requires per-tool buckets plus discovery-doc alignment
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