reckfellENGINE

Getting started

Learning order: first run, editor, Entities, C# and a complete small game.

On this page

If this is your first game project

  1. Complete the quick start: create a project, add a visible object, camera and light, save the document and run it. This step produces a visible result without player controls yet.
  2. Open the editor overview. Find the object hierarchy, Inspector and Content Browser. Select a parent before adding a child Entity.
  3. Learn the key concepts: an object in memory, a saved tree, an instance and a resource are different things.
  4. Complete the first steps: attach a C# script, drive movement with input and connect actions with a signal.
  5. Choose the 2D game or 3D game. Both routes reach a round with restart; you do not need to follow both at once.

C# knowledge you need

The first examples use variables, types, conditions, methods and classes. Engine work adds inheritance from an Entity type, lifecycle methods and events. C# setup covers script creation and builds; C# in Reckfell leads to data, properties and signals.

Read the requirements before the code: where to attach the script, which children must exist and which input actions to add. A path error often means a different name or parent rather than a broken API.

If you have developed games before

Start with Introduction to Reckfell and Entities, levels and prefabs. Then port one small mechanic and check the API before moving an entire project.

When to move on

The first stage is complete when you can build the project, locate an object in the tree, change its Inspector property, run the document and explain which script controls its behavior. Next, aim for a small complete game loop, then saving and export. Choose topics from the manual when your project needs them.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
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