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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
Tutorials2 min read

Tutorials

On this page
On this pageEditing without codePrerequisitesLearning pathCoreNextWhere tutorials stop Back to top

Hands-on onboarding for game packages. Sample project: hikari-games/example/. Deep behaviour lives in systems/; authoring how-to in guides/.

Editing without code

Start with Working in the editor. Continue with Play, Edit, and scenes and steps 1–3 of First UI document. The programming tutorials below assume you are changing a game module.

Prerequisites

  • Build and run the sample (editor or game): see Build and packaging.
  • Prefer bin/kaji/kaji editor --workspace="$PWD" --project=../hikari-games/example --type=dynamic --config=debug --run so Play/Edit and scene authoring are available.
  • Game code uses the hikari_game SDK and hikari_std, without importing engine internals (Architecture).

Learning path

Core

#TutorialYou will
1First projectLay out a game package and ProjectConfig
2First entityAuthor Zig, Kawa, and mixed actors; place them in a scene
3First user_dataInspector properties, transient fields, onChanged
4First mesh and materialasset:// / AssetRef render binds and soft placeholders
4bGame-facing refsAssetRef / ContentRef / PrefabRef / ActorRef + sample scenes/refs_demo.json
5First physicsDynamic bodies, triggers, onCollision
6First character controllerCapsule CCT, desired velocity, grounded
7First session servicesCross-scene state and HUD (not a “global entity”)
8First UIImmediate UI from a scene entity or the session
8bFirst UI documentA HUD authored in the editor, bound from code through slots and events
9First input actionBind a key and read it from Zig or Kawa
10First messageshi.actors / Actors.* — send / emit between Zig and Kawa
11Play, Edit, and scenesMode rules, replace/additive load, Stop restores the document

Next

#TutorialYou will
12First runtime spawnhi.world().spawn / SpawnDesc, Global hierarchy group
12bData, JSON, and moddingLoose resources/ table → spawn cubes (sample scene scenes/runtime_spawn_showcase)
13First motionTween / motion.wave on entity or HUD state
13bFirst skeletal animationSkinned glTF cook → ComponentAnimation → clip or animation graph
14Assets in PlaySoft refs and deferred hot reload during Play
15Dynamic editor recompileWhen Recompile is enough vs full editor rebuild

Where tutorials stop

Tutorials stay narrow: one seam, one working path. For contracts and edge cases, follow the “See also” links on each page (scenes, session services, UI authoring, messaging, scripting, assets).

PreviousSwarm Brain benchmarkNext Tutorial: Play, Edit, and scenes

Documentation follows the current engine checkout.

Snapshot 86f12d68Source docs/tutorials/README.md
On this pageEditing without codePrerequisitesLearning pathCoreNextWhere tutorials stop Back to top