s&box/field-guide
verified fixes · pipelines · gotchas

s&box gotchas we hit —
so you don't have to.

A growing pile of miscellaneous gotchas, fixes, and pipelines we ran into building s&box games — the kind of thing that quietly eats an afternoon. Every fix here was hit in a real project and stamped with the engine version it was verified on.

280+
gotchas logged
97
tagged articles
100%
verified, not theorized
6
shipped projects sourced

Where are you in the build?

Latest field notes

26.07
"Editor auto-exposure makes screenshot comparisons report false positives"

Two screenshots of byte-identical geometry differ by tens of percent because editor auto-exposure adapts over wall-clock frames — settle the viewport and exposure-normalize before comparing.

26.07
"FacingYawOffset swaps which local axis is the flip axis vs the cartwheel axis"

A front-flip rotation uses _baseRot.Forward (not .Right) when FacingYawOffset is ±90° — the offset swaps which local axis is perpendicular to travel.

26.07
"Forge delivery fails but the preview GLB is still downloadable — recover it"

Forge delivery job errors out but the build stage's previewGlbUrl stays downloadable — recover the GLB through Blender into your standard delivery shape instead of re-spending.

26.07
"Noclip in a trace-based kinematic controller is a state, not a collider toggle"

Disabling a collider does nothing for a hand-integrated kinematic controller — noclip must be a movement state that skips traces, gravity, and ground-snap entirely.

26.07
"Unknown shader field? Check the engine's own templates before grepping projects"

Shader field support is unknown and no .shader source exists — check the install's templates/ folder for authoritative syntax instead of grepping sibling projects.

26.07
"Character facing derived from velocity flips 180 degrees on every pendulum reversal"

Deriving a visual's facing from horizontal velocity causes 180-degree snaps on any momentum reversal — lock facing to an attach-time azimuth for pendulums and oscillators.

26.07
"Engine ships built-in McpTool source as readable C# — read it before writing your own"

The engine ships its built-in [McpTool]s as full C# source, not compiled DLLs — check addons/tools/Code/Mcp/*.cs for canonical patterns before inventing your own.