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Overview
Tutorials17
OverviewPlay, Edit, and scenesFirst UI documentFirst game projectFirst entityComponent properties and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides25
OverviewWorking in the editorDevelopment guideGameplay APIActor and component lifecycleThreads, jobs, events, and routinesGameplay AI tasksGame AI: perception and movement playgroundBrain assetsBrain execution for swarm populationsLocalizationGame cursorsChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringChoosing and scaling shadowsTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / Unreal
Systems32
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorPipeline compilationSkeletal animationGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitUI documentsAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)Document schemasUI and editorEditor asset hot reloadEditor Project Selector
Language reference3
OverviewAkari GPU ABIAkari language referenceKawa language reference
Engine overview
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Overview
Tutorials17
OverviewPlay, Edit, and scenesFirst UI documentFirst game projectFirst entityComponent properties and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides25
OverviewWorking in the editorDevelopment guideGameplay APIActor and component lifecycleThreads, jobs, events, and routinesGameplay AI tasksGame AI: perception and movement playgroundBrain assetsBrain execution for swarm populationsLocalizationGame cursorsChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringChoosing and scaling shadowsTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / Unreal
Systems32
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorPipeline compilationSkeletal animationGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitUI documentsAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)Document schemasUI and editorEditor asset hot reloadEditor Project Selector
Language reference3
OverviewAkari GPU ABIAkari language referenceKawa language reference
Engine overview
Guides2 min read

Guides

Task-oriented guides for editor users, game programmers, and engine contributors. Start with the guide matching your work; implementation-heavy guides are not prerequisites for editing a scene.

GuideCovers
Working in the editorArtists and designers: open, place, edit, test, and save without code
DevelopmentChange seams, validation, hikari_std
Gameplay APIActors, components, callbacks, typed fields
Component lifecycleCallback order, activation, and teardown
ConcurrencyThreads, worker jobs, and gameplay routines
Gameplay AI tasksTyped gameplay actions, cancellation, editor authoring and door encounter
Game AIHearing, vision, navigation, and the sample guard
Brain assetsAuthor reusable AI programs and inspect live decisions
Swarm AIRun Brain programs over defineSwarm populations with budgeted sensing
LocalizationTranslation editor, catalogs, and text APIs
Game cursorsCursor artwork and native/software rendering
Component storageAttachable, embedded, and swarm: strengths, limits, examples
Build and packagingKaji products and outputs
Project fileIdentity, configs/, version axes
PluginsSource-composed packages
Plugin APIAuthor-facing editor / gameplay / render contracts
Data, JSON, and moddingContent refs and loose data
Scripting with KawaEngine integration for scripts
Shader authoringPackages, layouts, product pipeline
Choosing and scaling shadowsVSM, Hybrid and RT decisions, independent quality controls, profiling
Time of dayAstronomical clock, atmosphere, sun/moon lights
User interfaceGame UI hub
UI layoutCoordinates, stacks, scroll
UI widgetsControls, focus, modals, identity
MigrationUnity / Unreal vocabulary map

Onboarding walkthroughs: tutorials/.
Engine behaviour: systems/.

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Snapshot 86f12d68Source docs/guides/README.md
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