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Overview
Tutorials
17
Overview
Play, Edit, and scenes
First UI document
First game project
First entity
Component properties and the inspector
First mesh and material
First physics body and trigger
First character controller
First session services
First UI
First input action
First messages
First runtime spawn
First motion
First skeletal animation
Assets in Play (soft refs and hot reload)
Dynamic editor recompile
Guides
25
Overview
Working in the editor
Development guide
Gameplay API
Actor and component lifecycle
Threads, jobs, events, and routines
Gameplay AI tasks
Game AI: perception and movement playground
Brain assets
Brain execution for swarm populations
Localization
Game cursors
Choosing component storage
Build and packaging
Project file
Plugins
Hikari Plugin API
Data-driven content, JSON, and paths
Scripting with Kawa
Shader authoring
Choosing and scaling shadows
Time of day
User interface
UI layout
UI widgets
Migration from Unity / Unreal
Systems
32
Overview
Architecture
Application lifecycle
Frontends and drivers
Platforms and support
Session services and cross-scene state
Scenes and gameplay
Actor communication (hi.actors)
Game-facing refs
Save / replication wire version
Coordinate space and camera conventions
Rendering
Renderer architecture map
Frame governor
Pipeline compilation
Skeletal animation
GPU particles
Visual Zones
Volumetric media
Input
Audio
Physics
Motion Kit
Temporal Kit
UI documents
Assets and Shinra
Prefabs
Asset residency
Asset formats (Shinra pipeline)
Document schemas
UI and editor
Editor asset hot reload
Editor Project Selector
Language reference
3
Overview
Akari GPU ABI
Akari language reference
Kawa language reference
Engine overview
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Reference
Akari GPU ABI
Akari language reference
Kawa language reference
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Akari GPU ABI