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AwakeKt Studio Guide

AwakeKt Studio is the editor for AwakeKt Engine. You build a game's scenes, its on-screen UI, its rules and its shaders in Studio, press Play to try it, and export it as a game that runs without Studio.

Studio is in alpha. This guide covers what works today; where something is missing, the page says so.

Open Studio in your browser Get started

What's here

Page What it covers
Get started Open Studio on the web or on a Mac, create a project from a template, and a tour of the Game UI, Logic & Shader Starter.
Game UI Place text, buttons, panels and bars in the Game view: move, resize, snapping guides, arrow-key nudges, and the inspector's style, bind, layout and follow fields.
Logic Blueprint graphs: events such as a button press or a sensor being entered, and nodes that load a scene, show or hide UI, destroy things and keep variables.
Shaders The Shader view's node graph and text editor, and drawing a shader in the scene with a Shader Effect.
Prefabs Save part of a scene as a prefab, place it again, and drag it from the Files tab onto the Scene view.
Play Run the open scene inside Studio, pause it, step it a frame at a time, and stop it.

Studio's views

Studio has four views, picked from the tabs over the viewport:

  • Scene: the 3D scene you're building, with the hierarchy on the left and the inspector on the right.
  • Game: the scene as the player sees it, with its UI. You place UI here, and Play runs the game here.
  • Logic: the project's blueprint graphs.
  • Shader: the project's shaders.

Writing code instead

A game that needs more than Studio's data can add Kotlin of its own. That, and the engine itself, is documented in the AwakeKt Engine docs.