Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
Install, choose a renderer, add a cube and camera, then run.
Panels, transforms, run controls and error output.
Entity types, paths, lifecycle and ownership.
.rscene levels, .rprefab templates, instance overrides and independent materials.
Your first script, builds, lifecycle, paths and checking references after deletion.
CharacterBody3D: input, collisions, gravity and jumping.
CharacterBody2D: input and obstacle collisions.
A button counter, subscription cleanup, tree reentry and keyboard focus.
Spawn prefabs at a marker, limit instances, queue deletion and set a lifetime.
Autoload, scene changes, completion signals and repeated requests.
Character position, data validation and a backup file.
Templates, x64 preset, distribution files and build checks.
File types, asset://, user:// and backups.
Blank screens, C# errors, input, collisions and exports.
Concise definitions of editor and API terminology.
Model connections, the built-in assistant and tools for controlling the editor.
Camera profiles, volumes, exposure, bloom, LUTs and diagnostics.
Regions, materials, sculpting, collisions and saving.
Generators, meshers, viewers, LOD and persistent edits.
First behavior, graph/C# view, conversion and limitations.
Roslyn completion, navigation, builds and C# debugging.
Deferred, Forward+, Mobile, Compatibility, antialiasing and Radiant status.
VisualShader, surface outputs and post-processing materials.
A working two-callback counter: delta, independent toggles and UI that stays active while paused.
News, source code and a direct line to the team.