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.
Entity types, paths, lifecycle and ownership.
.rscene levels, .rprefab templates, instance overrides and independent materials.
Autoload, scene changes, completion signals and repeated requests.
Concise definitions of editor and API terminology.
Coordinates, hierarchy, visibility, camera and first-run diagnosis.
Choose a guide for a specific task.
Coordinates, hierarchy, visibility, camera and first-run diagnosis.
Choose a guide for a specific task.
A 3D box: coordinates, extents, point containment and boundary intersections.
Message/form window with a confirmation button and explicit action signals.
A server interface for screen reader support.
Provides access to AES encryption/decryption of raw data.
Build a small health system and check its boundaries before the project grows.
A node that copies a region of the screen to a buffer for access in shader code.
Three axes of a linear 3D transform without translation.
Two-dimensional bit mask: alpha selection, contours and morphology.
C# representation of bool: bool.
C# representation of PackedByteArray: byte[].
Choose how to implement game logic and distinguish scripts, shaders and engine source.
A C# value representing a method or .NET delegate for engine API calls.
A camera feed gives you access to a single physical camera attached to your device.
Server keeping track of different cameras accessible in Reckfell.
Per-glyph context for a custom text effect.
News, source code and a direct line to the team.