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SOURCE 2 · C#
Build and play games with s&box.

Facepunch's game engine and creation platform — make games in C#, or jump straight into community games.

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NOT AFFILIATED WITH FACEPUNCH STUDIOS · © 2026 s&box Wiki (community)
Docs/Gameplay
Gameplay

Inventory & Weapons

The engine ships with an inventory and weapon system, modelled loosely on Garry's Mod. It gives you pickups, slots, weapon switching, ammo, shooting and reloading without you having to build any of it.

There are three components:

  • BaseInventoryComponent goes on your player. It holds items, tracks which one is deployed, and owns the reserve ammo pool.
  • BaseInventoryItem is anything that can live in an inventory. Usable as-is for a simple pickup.
  • BaseCombatWeapon builds on that to make guns, melee weapons and tools.

A working gun needs no code at all. Put a BaseCombatWeapon on a prefab, fill in the properties, and it shoots, reloads, runs dry and plays its effects. You subclass when you want it to behave differently.

Everything is networked. The host owns the truth, and the holding player predicts locally so firing feels instant.

Source: Facepunch/sbox-docs (CC-BY-4.0) · updated 2026-07-04. Read it rendered on the official docs.

More in Gameplay

Clutter
Controller Input
Costs & Filters
Creating Terrain
Gameplay
Glyphs
Input
Inventory
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Community wiki — not affiliated with Facepunch Studios. For the latest and most authoritative information, see the official developer wiki.