Editor & authoring

Stay in the creative loop.

Author the scene, play it, and refine it in place. The editor brings the engine’s rendering and runtime directly into your workspace.

Hikari Editor showing the Bistro scene, with the actor hierarchy on the left, the camera inspector on the right, and the asset browser below.
Hikari Editor / Bistro scene

Main asset: Amazon Lumberyard Bistro by Amazon Lumberyard · via NVIDIA ORCA · CC BY 4.0

01 / The working loop

A scene you can work with.

The scene document holds your authored world. The viewport presents its live preview, while Play runs a separate world. Editing, testing, and undo each have a clear place in the workflow.

  1. Build the scene.

    Arrange actors, tune components, and work with prefabs. Undo and redo keep your edits reversible.

  2. Press Play. Try it out.

    Run the game in a separate Play world. Stop returns you to your authored scene.

  3. Refine. Recompile. Repeat.

    Rebuild game logic in Edit mode while the scene stays open. Asset watching brings changed content back into the editor.

02 / Visual authoring / Animation

Give motion a flow.

Build motion from named clips and connected states. Conditions and parameters drive transitions, with a character preview beside the graph to make the result visible while you work.

The Fox example moves between Survey, Walk, and Run using a speed parameter. Gameplay can drive graph parameters through Zig or Kawa.

Hikari’s animation graph editor showing Survey and Walk states, footstep events, a speed parameter, and a fox preview with its skeleton visible.
Locomotion graph · State transitions, footstep events, and a live skeleton preview.
03 / Visual authoring / Materials

Shape the surface. See it live.

Build surface and volume materials as graphs, with a live preview for iteration. Shared shader packages carry those materials into the renderer.

For code-based shader authoring, Akari owns the path from shared shader source to Metal and HLSL, including platform compilation. Materials choose a shader package and pass role.

Hikari material graph editor showing texture-coordinate connections to albedo, normal, and metallic/roughness nodes, colour and luminance controls, and a live sphere preview.
Hikari / Material graph editor
04 / Particles

Shape every spark.

Layer emitters for flame, smoke, and embers. Tune gravity, turbulence, drag, and colour over life against a live GPU preview.

Playback controls, emitter shapes, and visible bounds keep the effect easy to inspect as you refine it.

Hikari’s particle editor previewing the inferno_bonfire effect, with flames, smoke, flying embers, a playback timeline, six emitters, and a stack of particle modifiers.
Inferno bonfire · GPU particle preview with emitter and modifier controls.