Architecture: locate implementation and trace defects
Subsystem boundaries, object ownership and the path from Entity to server.
Use this section when reading engine implementation, investigating a defect or preparing a C++ extension. For a first game project, start with entities, levels and prefabs.
Choose a task
- Subsystem map: Entity, Resource, servers, core and startup
- Objects, signals, deferred calls and lifetime
- Class inheritance and registered-type lookup
- Variant and typed value exchange
- C++ containers, strings and core types
- C++ utility methods and macros
- Rendering internals
- 2D coordinate transforms
- Engine unit tests
Trace a defect
- Find the public type and method in the C# reference. Check argument types, resource ownership and call timing.
- For Entity behavior, start in
Source/scene/; for a server operation, use the relevant subsystem inSource/servers/. A class and a server can represent the same game object at different levels. - For type registration, Variant and lifetime, start in
Source/core/. Look inSource/platform/for platform differences and also inSource/drivers/andSource/modules/for backend implementations. - For startup order, physics stepping and frame synchronization, open
Source/main/main.cpp. A method name alone does not establish thread ordering.
Reproduce the issue in a separate minimal project first. Running a C# example on the installed runtime does not validate a modified C++ build or another platform. This page routes you through the current code; consult the corresponding guides for build settings and tools.
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