S&box Wiki

Custom Asset Types

Custom assets are things you can define yourself. They give you a nice inspector window and they're hotloaded in-game, which means you can whip things up pretty quickly if you're using them.

You can find plenty of examples of assets throughout s&box, here's a snippet from the clothing asset:

[GameResource("Clothing Definition", "clothing", "Describes an item of clothing and implicitly which other items it can be worn with.")] public partial class Clothing : GameResource { public string Title { get; set; } [ResourceType( "vmdl" )] public string Model { get; set; } [HideInEditor] public int Amount { get; set; } [JsonIgnore] public int MySecretNumber => 10; // ... }

It is important to note, you should ensure that your filetype is all lowercase, otherwise it will fail to register.

  • [GameResource("Clothing Definition", "clothing", "..." )] defines the title (Clothing Definition), file extension (.clothing), and a description of the asset type
  • You should ensure that your filetype is all lowercase, otherwise it will fail to register/save.
  • Note that these are just JSON files with pretty faces and file types easy for the game to locate and developers to work with


S&Box utilizes an attribute system to make custom assets easier to manipulate. Any of these attributes can be used before the properties declaration that you want it to affect (See the above example.) For a full list, use the API reference


Supports specifying the file extension of a resource you want to use, which will add a navigator to the inspector.


  • [ResourceType( "png" )]
  • [ResourceType( "vmdl" )].

In addition, it also supports asset files, including custom ones. e.g. [ResourceType( "sound" )] or [ResourceType( "clothing" )].


Allows properties to be grouped in with properties of similar interest in a collapsible block in the editor. Say we have a GameResource for custom props we can do this: [Category("Prop Info")] public string Name {get; set;}


Used for backend properties that should not be edited in the editor.


Used to provide a brief description of the property being edited in the editor. We can add this to the above Name property like this: [Description("Name shown when spawning prop")]


This attribute will prevent the value of this property from being serialized to the json file being created. This means the property will not be saved and loaded through the asset file. Good usage of this is when you have helper properties in your GameResource type, these properties wouldn't need to be saved persistently since they aren't data fields.

Example: [JsonIgnore] public int TotalWeight => Weight * Quantity;

Using the inspector

Now that you have everything set up, you can use the inspector tool to create assets of your custom type.

  1. Go to the "Assets Browser" tab in the s&box editor.

  2. Right click a folder in your addon and click "New <Your Asset Name>". Typically you'd want to put these in some sort of data folder.

  1. Enter a name for your asset
  1. Go to the "Inspector" tab and set your asset up how you want it.

  2. Click the save button (looks like a floppy disk) to save your asset.

Accessing assets

All assets are loaded when you first start the game, there are several ways you can access them:


When assets are loaded they are stored in a dictionary with their path, you can access these with ResourceLibrary.Get<T>.

// Property allows for hot-loading public Clothing Clothing { get; set; } // ... // Load the resource from a path // If the asset isn't found, this returns null Clothing = ResourceLibrary.Get<Clothing>( "config/tshirt.clothing" );


TryGet<T> serves a similar purpose to Get<T> but returns a bool indicating whether the resource could be found. If the resource was found, the method provides it through an out parameter. This is just a slightly cleaner way to handle missing assets.

if ( ResourceLibrary.TryGet<Clothing>( "config/tshirt.clothing", out var loadedClothing ) ) { Clothing = loadedClothing; } else { // Resource couldn't be found, handle that here... }


When assets are loaded they call their PostLoad method, you can use this to store a list of your assets for later use.

public partial class Clothing : GameResource { // Access these statically with Clothing.All public static IReadOnlyList<Clothing> All => _all; internal static List<Clothing> _all = new(); protected override void PostLoad() { base.PostLoad(); if ( !_all.Contains( this ) ) _all.Add( this ); } }

Possible solution for Asset.LoadResource returning null

Make sure the class inheriting GameResource has an anonymous constructor, eg.

[GameResource("Some Resource", "somersrc", "Example description")] public partial class SomeResource : GameResource { public SomeResource() { //this is an anonymous constructor //you can put code here } }