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hikari

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Documentation / Systems
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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
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 governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
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 governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
Systems1 min read

Systems

On this page
On this pageRuntimePresentation and simulationAssetsEditor host Back to top

How engine subsystems behave and compose. Prefer guides/ for day-to-day authoring.

Runtime

  • Architecture
  • Lifecycle
  • Frontends and drivers
  • Platforms
  • Session services
  • Scenes and gameplay
  • Actor communication — hi.actors / Actors.*, messages, name-keyed fields
  • Refs
  • Replication wire version — current hook and codec limits

Presentation and simulation

  • Coordinate space — axes, handedness, euler, cameras, clip depth
  • Rendering · Renderer architecture · Frame governor
  • GPU particles
  • Visual Zones · Volumetric media
  • Input · Audio · Physics
  • Motion Kit · Temporal Kit

Assets

  • Assets and Shinra
  • Prefabs
  • Asset residency
  • Asset formats

Editor host

  • UI and editor — chrome, command palette, profiler, game hi.editor SDK, Agent MCP (editor-only)
  • Editor asset hot reload — daemon events, render-thread pause, and in-place rebind vs full scene re-instantiation
  • Editor project selector
PreviousActor and component lifecycleNext Architecture

Documentation follows the current engine checkout.

Snapshot cc148c75Source docs/systems/README.md
On this pageRuntimePresentation and simulationAssetsEditor host Back to top