High-risk tools in Sbox
43 of the 287 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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add_render_target_cameraExecuteCCTV / security monitor / mirror / simple portal: creates a secondary camera (IsMainCamera=false, Priority param) positioned/rotated or aimed at a target object, a display surfa...
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add_tts_voiceExecuteGenerate a text-to-speech speaker component over Sandbox.Speech.Synthesizer (the OS speech engine — dynamic NPC dialog with zero recorded VO): call <class>.Say(\
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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 (a MeshComponent) 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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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_objectExecuteHighlight a GameObject by selecting it in the editor. NOTE: s&box exposes no dedicated focus API, so this only sets the selection — it does NOT move any camera (returns { focuse...
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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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generate_lipsync_dialogueExecuteGenerate a lipsync dialogue performer — NPCs SPEAK their lines with MOVING MOUTHS: a sealed Component holding a [Property] line list (speaker GameObject name + text) that, per l...
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instantiate_prefabExecuteSpawn a FULL prefab instance into the active scene — components and children recreated. Uses the engine
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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(). Returns { spawned, id } on success — follow with inspect_networked_object t...
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play_animationExecutePlay a named animation sequence on a GameObject
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play_movieExecuteStart MoviePlayer playback. Targets the MoviePlayer on the given GameObject, or the first MoviePlayer in the scene when id is omitted. Pass moviePath to load-and-play a differen...
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play_sound_previewExecutePlay a sound in the editor for testing without entering play mode. Returns { playing, sound, volume }. Fire-and-forget via Sound.Play — there is no stop control, and the volume ...
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playtestExecuteplaytest
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playtest_abortExecuteStop the RUNNING playtest immediately: releases held input actions, restores UseInputControls, and finalizes the partial transcript (reason
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pose_citizenExecutePose a Citizen by setting CitizenAnimationHelper params (enables PlayAnimationsInEditorScene so the pose shows in-editor). Set holdType (None/Pistol/Rifle/Shotgun/HoldItem/Punch...
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recompile_assetExecuteCompile a project asset by path — registers it with the editor
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record_gameplay_clipExecuteStart recording live play-mode gameplay into a Sandbox.MovieMaker clip — REQUIRES play mode (start_play first; errors otherwise). Captures the given GameObjects (ids — recommend...
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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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select_objectExecuteSelect a GameObject in the editor (highlights it in the hierarchy and scene view). Replaces the current selection unless addToSelection=true. Returns { selected, id }; confirm t...
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set_forest_seedExecuteSet ForestGenerator.Seed and (by default) regenerate — re-rolls the forest layout while keeping POIs, trails, and density regions. Returns
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set_time_scaleExecuteSet the running game
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simulate_inputExecutePress or release a named input action during PLAY mode (via Sandbox.Input.SetAction) so input-driven behavior — jump, attack1, use, reload, IPressable, weapon fire — can be veri...
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spawn_particleExecuteEXPERIMENTAL — build an additive runtime ParticleEffect (no texture asset needed): kind = fire, embers, sparks, magic, dust, blood, or snow (
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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_multiplayer_testExecuteStart a real local multiplayer test from PLAY MODE. Creates an explicitly private, hidden lobby when needed, validates capacity, launches 1-2 sbox.exe clients with -joinlocal, a...
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start_playExecuteEnter play mode — starts running the game in the editor. Scripts execute, physics simulate, everything goes live. Returns { started, method } (method
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stop_movieExecuteStop MoviePlayer playback (the counterpart to play_movie). Targets the MoviePlayer on the given GameObject, or the first MoviePlayer in the scene when id is omitted. Pass rewind...
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stop_multiplayer_testExecuteStop every client process launched by start_multiplayer_test; exited clients are cleared while failed live kills remain tracked for retry. Optionally disconnect the host lobby. ...
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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.