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Overview
Tutorials
16
Overview
First game project
First entity
Authored user_data 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
Play, Edit, and scenes
First runtime spawn
First motion
First skeletal animation
Assets in Play (soft refs and hot reload)
Dynamic editor recompile
Guides
16
Overview
Development guide
Gameplay API
Choosing component storage
Build and packaging
Project file
Plugins
Hikari Plugin API
Data-driven content, JSON, and paths
Scripting with Kawa
Shader authoring
Time of day
User interface
UI layout
UI widgets
Migration from Unity / Unreal
Actor and component lifecycle
Systems
28
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
GPU particles
Visual Zones
Volumetric media
Input
Audio
Physics
Motion Kit
Temporal Kit
Assets and Shinra
Prefabs
Asset residency
Asset formats (Shinra pipeline)
UI and editor
Editor asset hot reload
Editor Project Selector
Language reference
2
Overview
Akari language reference
Kawa language reference
Engine overview
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Reference
Akari language reference
Kawa language reference
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