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.