#game-development clear

s&box: Pause and slow-motion with Scene.TimeScale — affects physics, animation, and Time.Delta

s&box: JSON serialization with Sandbox.Json — handles engine types that System.Text.Json misses

s&box: Laser beams and bullet tracers with BeamEffect — animated lines, texture scroll, travel effect

s&box: Player avatar clothing with ClothingContainer — bone merge, body groups, Steam inventory

s&box: Auto-destroying effect GameObjects with TemporaryEffect — waits for particles and sounds to finish

s&box: Physics joints — hinge, spring, rope, fixed constraints with PhysicsJoint factory methods

s&box: Finding GameObjects and components — FindAllWithTag, Directory.FindByName, GetInDescendants

s&box: Built-in PlayerController component — first/third person movement, jump, duck, IEvents callbacks

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: 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: 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