High-risk tools in Sbox
34 of the 207 tools in Sbox are classified as high risk. This page profiles those tools specifically, with recommended policy actions and the attack patterns that target them.
Every operation listed below is an action PolicyLayer recommends controlling at the transport layer. Open any tool to see the full profile, risk score, and YAML policy snippet.
Tools at high risk
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bake_navmeshExecuteEnable + bake the active scene
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bake_reflectionsExecuteBake all EnvmapProbe reflection probes in the scene (EnvmapProbe.BakeAll) so they actually capture their surroundings — placing a probe with add_envmap_probe does nothing visibl...
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build_terrain_meshExecuteBuild a standalone heightmap terrain mesh from a hills/clearings JSON spec — independent of MapBuilder. Use when you don
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console_runExecuteRun an s&box console command / ConCmd via Sandbox.ConsoleSystem.Run — e.g. a cvar (
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create_event_directorExecuteGenerate a generalized L4D-style AI/pacing director component (host-authoritative). On a configurable interval the host rolls a weighted pick over a [Property] List<GameObject> ...
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create_npc_spawnerExecuteGenerate a spawner Component that instantiates an NPC prefab over time / in escalating waves at spawn points, capped by maxAlive. RUN
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create_trigger_zoneExecuteGenerate a trigger zone script that detects when GameObjects enter/exit a collider volume. Supports teleport, damage, spawn, and log actions
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debug_draw_boxExecuteDraw a wireframe debug box centered at a point. Renders in editor and play. Ideal for visualizing a trigger_zone
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debug_draw_rayExecuteDraw a debug ray (drawn as an arrow) from an origin along a direction for a given length. Renders in editor and play. Ideal for visualizing a raycast result or a facing/normal d...
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debug_draw_sphereExecuteDraw a wireframe debug sphere at a point. Renders in editor and play. Ideal for visualizing a physics_overlap radius or an NPC
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drive_playerExecuteEXPERIMENTAL — Drive the active PlayerController DURING PLAY MODE across multiple frames: synthesize sustained look (EyeAngles), analog movement (wish velocity), and/or hold a n...
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execute_csharpExecuteEXPERIMENTAL. Compile + run a C# snippet inside the s&box EDITOR (which is unsandboxed): writes a temp [ConCmd] into the project
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focus_objectExecuteMove the editor camera to focus on a specific GameObject (like double-clicking in the hierarchy)
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frame_cameraExecuteAim the s&box EDITOR viewport camera at a GameObject (by id) or a world point (position + optional radius), then call take_screenshot to capture that view. This is how Claude po...
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invoke_buttonExecuteCall a public method on a component. Matching is tried in order: (1) a [Button] attribute label, (2) the exact method NAME, (3) case-insensitive name with spaces stripped. Calls...
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invoke_methodExecuteCall a public method BY NAME on a component of a live scene GameObject, passing ARGUMENTS. The with-args sibling of invoke_button (which only calls parameterless [Button]/method...
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load_sceneExecuteOpen a scene in the s&box editor by its path
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network_spawnExecuteNetwork-enable a GameObject so it is synchronized across all connected clients. Calls NetworkSpawn()
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play_animationExecutePlay a named animation sequence on a GameObject
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play_sound_previewExecutePlay a sound in the editor for testing without entering play mode
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playtestExecuteplaytest
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recompile_assetExecuteCompile a project asset by path — registers it with the editor
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restart_editorExecuteRestart the s&box editor and wait for the bridge to reconnect — closes the C#-edit→recompile loop so addon/bridge changes apply without a manual restart. Relaunches straight bac...
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run_self_testExecuteRun an end-to-end health check of the bridge: create a temp object, add a component, assign + measure a model, capture a screenshot, recompile a temp asset, remove the component...
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sculpt_terrainExecuteApply a heightmap brush at (x, y) to MapBuilder. Modes: raise, lower, flatten, smooth. Modifies the current heightmap directly and rebuilds the mesh; survives between calls unti...
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select_objectExecuteSelect a GameObject in the editor (highlights it in the hierarchy and scene view)
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set_runtime_propertyExecuteSet a component property value during play mode — tweak values live while the game runs
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set_time_scaleExecuteSet the running game
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simulate_inputExecuteSynthesize player input during PLAY mode so behavior can be verified without a human at the keyboard: press/hold/release a named input action (e.g.
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spawn_particleExecuteSpawn an additive particle effect (no texture asset needed): kind = fire (rising flame), embers (slow drifting glow), or sparks (a one-shot burst). Renders as tinted glowing dot...
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spawn_vpcfExecuteSpawn a REAL particle system by playing a compiled .vpcf asset through LegacyParticleSystem — the reliable path that actually renders, unlike spawn_particle/create_particle_effe...
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start_playExecuteEnter play mode — starts running the game in the editor. Scripts execute, physics simulate, everything goes live
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stop_playExecuteExit play mode — stops the game and returns to editor. All runtime changes are discarded
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trigger_hotloadExecuteForce s&box to recompile and hotload all C# scripts immediately. Use after creating or editing scripts to see changes in real-time
Attacks that target this class
High-risk tools in any server share these documented attack patterns. Each links to the full case and the defensive policy.