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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
Systems1 min read

Systems

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

Technical references for engine contributors and game programmers who need subsystem behavior, ownership, or performance details. For scene and asset editing without code, start with Working in the editor. Prefer guides/ for task-based instructions.

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 · Pipeline compilation
  • Skeletal animation — skeletons, clips, graphs, layers, events, foot IK, root motion, joint sockets
  • GPU particles
  • Visual Zones · Volumetric media
  • Input · Audio · Physics
  • Motion Kit · Temporal Kit
  • UI documents — data-driven .ui.json screens: slots, events, animation, editor

Assets

  • Assets and Shinra
  • Prefabs
  • Asset residency
  • Asset formats
  • Document schemas — every authored JSON kind: registry, envelope, rendered JSON Schemas, validation and current versions

Editor host

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

Documentation follows the current engine checkout.

Snapshot 86f12d68Source docs/systems/README.md
On this pageRuntimePresentation and simulationAssetsEditor host Back to top