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