---
title: "NodeboxShowcase - s&box game"
description: "Nodebox is a reimagining of Wiremod gates from Garry's Mod made in S&Box (There's a library, go find it)"
canonical: "https://sbox.watch/games/manonox/nodeboxshowcase/"
generated_at: "2026-07-22T23:17:26.227Z"
---

# NodeboxShowcase

Nodebox is a reimagining of Wiremod gates from Garry's Mod made in S&Box (There's a library, go find it)

- Type: game
- Ident: manonox.nodeboxshowcase
- Creator: Manonox
- Canonical: https://sbox.watch/games/manonox/nodeboxshowcase/
- Markdown: https://sbox.watch/games/manonox/nodeboxshowcase.md
- sbox.game: https://sbox.game/manonox/nodeboxshowcase/
- Generated: 2026-07-22T23:17:26.227Z

## Stats

- Playing now: 0
- 24h player peak: 0
- 24h momentum: +0
- Terry score: 81%
- Favorites: 42
- Upvotes: 50
- Downvotes: 6
- Total players: 183
- Total sessions: 248
- Cumulative playtime: 22 hours
- Updated: Jan 27, 2025
- Created: Jan 20, 2025
- Size: 47.6 MB
- Files: 90
- Tags: coding, nodes, scripting, ugc, wire, wirebox, wiremod

## Description

Nodebox (Showcase)
Nodebox - A UGC (User-Generated-Content) Node Graph Library for S&Box

General keybinds apply,
- WASD - Move && Mouse - Look
- LMB - Interact && Enter - confirm input field changes
- Other keybind tips you'll find in-game

Description
Nodebox is a reimagining of Wiremod gates from Garry's Mod made in S&Box

⚠️ The project is in it's infancy, expect bugs and constant breaking changes ⚠️

Inspired by Unreal Engine's Blueprints and Resonite's Protoflux

The \`Node\`s themselves are abstracted away from any visual/interactive parts
You can implement wrappers for them, which provide different visuals/behaviour/etc.
Currently, only \`Node3D\` exists, which displays the inner \`Node\` via a \`WorldPanel\` (1 \`Node\` = 1 \`WorldPanel\`)

"Play" it:
Nodebox Showcase

Add it as a library/dependency or whatever-the-f:
Nodebox

Source code:
Github
FAQ
(Frequently Asked Questions)

Why not just use ActionGraphs?
A\#1: ActionGraph can't be edited in-game (someone will definitely prove me wrong)
A\#2: If someone made an editor for them smh, it would have 0 collaboration features
A\#3: There are no protection features, which means you either are giving players full control

Why am I stuck and can't move?
A: You might have an input field selected on a \`Constant<T>\` node, try pressing Enter

Will there be a permission system to restrict which properties players can fuck with?
A: Yes and No, there should and will be one, but much later when Facepunch finally makes a Sandbox gamemode. In terms of other gamemodes - disable \`ShouldLoadDefaults\` on the Node Library and Do It Yourself

Execution control, For, While, Delay?
A: Nope, Soon-ish

Variables or something like that?
A\#1: I ate them
A\#2: There will be Components that you can add to GameObjects to store variables, soon-ish. Better options like local variables will be there when we'll figure out \`NodeContext\`s

User Docs?
A\#1: I ate them
A\#2: There are Name/Desc fields on Nodes, which will be used later for an in-game tooltip thingy

Developer Docs?
A\#1: I ate them
A\#2: A wiki will go up on Github, when the API is stable and doesn't shit it's pants

Where are ? and ?<?> nodes?
A: I ate them (make a feature request)

"After-contest" planned features
- Comparison and BitwiseOps nodes (and just general wiremod feature-parity)
- Better implementations for Add, Clamp, etc..., which should be based on interfaces instead- (+ a shit ton of useful interfaces/math functions that should probably move into a separate library)

- UI Helper thingy, that shows you the text input field you have focused- (should fix the "stuck" problem described above)

- General codebase cleanup - repetitive code, polish up the node library API
- In-editor WorldPanel rendering (if possible) and general In-editor QoL
- Search functionality
- User-side SceneTree Explorer
- A \`Pin\` type, that acts as a "pulse" (i.e. UE Blueprint's Exec or Resonite's Discrete nodes)- (Wiremod used number pins as signals (rising edge/falling edge), which was very cumbersome)

- Collapse/Uncollapse Nodes into/from a single Node
- Multiplayer support, with shared/client/server -side nodes/calculations
- A \`NodeContext\` which allows you to implement functions/events local to that context
- A \`Node3dGrid\` component that aligns placed nodes on a 2d grid
- Pack/Unpack nodes into GameObjects (same as Pack/Unpack in Protoflux)
- Custom panels for some nodes, so that they are more compact (+, -, \*, ...)
- And, ofcourse, more \`Node\`s 🛠️



## More by Manonox

| Package | Ident | Players | Favorites | Upvotes | Score | Markdown |
| --- | --- | --- | --- | --- | --- | --- |
| Salochk | manonox.salochk | 0 | 1 | 1 | 27% | https://sbox.watch/games/manonox/salochk.md |
