public static abstract sealed class Editor.FileSystem
A filesystem that can be accessed by the game.
Related Guides
Broader workflow and conceptual references connected to this API.
MusicPlayer is for music tracks and streaming audio that need programmatic control over playback, positioning, or visualization. For in-game sound effects and Sound components, see Sound.
Standard .NET file access is restricted to prevent rogue access to your files, this means you can not use System.IO.File or variants directly.
You can record gameplay into a MovieClip, which can be played back or imported into Movie Maker for editing. This could be useful for killcams in shooters, leaderboard replays in racing games, or for capturing gameplay to edit into a trailer.
Decodes a video file or URL and exposes the current frame as a Texture.
We prevent access to classes and functions that could be used maliciously by whitelisting what can be used.
The Storage system provides a simple, unified way to manage user-generated content in your game. Whether you're saving game progress, storing player creations, or anything else, Storage handles everything from local file management to Steam Workshop integration.
Methods
Showing 1 methods
public static void SuppressNextHotload()
Stop the game from triggering a hotload for this file - because presumably you have already reloaded it.
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Properties
Showing 12 properties
public static Sandbox.BaseFileSystem Editor.FileSystem.Cloud { get; set; }
The current project's .sbox/cloud/ folder. We download files from sbox.game right into this filesystem.
public static Sandbox.BaseFileSystem Editor.FileSystem.Config { get; set; }
The engine /game/config/ folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Content { get; set; }
Content from active addons (and content paths)
public static Sandbox.BaseFileSystem Editor.FileSystem.Libraries { get; set; }
The current project's Libraries folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Localization { get; set; }
The current project's Localization folder
public static Sandbox.BaseFileSystem Editor.FileSystem.Mounted { get; set; }
Paths from tool addons which are mounted.
public static Sandbox.BaseFileSystem Editor.FileSystem.ProjectSettings { get; set; }
The current project's ProjectSettings folder
public static Sandbox.BaseFileSystem Editor.FileSystem.ProjectTemporary { get; set; }
The current project's .sbox/ folder for temporary files and caches.
public static Sandbox.BaseFileSystem Editor.FileSystem.Root { get; set; }
Root of the game's folder.
public static Sandbox.BaseFileSystem Editor.FileSystem.Temporary { get; set; }
The engine /game/.source2/ folder for temporary files and caches.
public static Sandbox.BaseFileSystem Editor.FileSystem.Transient { get; set; }
The current project's .sbox/transient/ folder. This is where assets are created at runtime. These are assets that are created by another asset,that don't need to be stored in source control or anything - because they can get re-created at will.
public static Sandbox.BaseFileSystem Editor.FileSystem.WebCache { get; set; }
The engine /game/.source2/http/ folder.
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Metadata
| Field | Value |
|---|---|
| Namespace | Editor |
| Type | class |
| Assembly | Sandbox.Tools |
| Doc ID | T:Editor.FileSystem |