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👋 Welcome to the Creators Engine

This is where your experience comes to life: what happens when someone taps an object, how a door opens, why the ball falls, when the next scene appears.

You can build all of it without writing code, and drop into TypeScript whenever you want more control. Most projects use both.


🧩 One idea to start with

Everything in your scene is an object, and an object is simply a set of components.

Components are capabilities you switch on. Give an object a light component and it lights the room. Give it a geometry and a material and it becomes a visible shape. Add a rigid body and it starts falling.

You never write the code that reacts to those components — the engine does that part. Your job is to decide which components an object has, and what their values are, either in the editor or from a script while the experience is running.

That is the whole model. Everything else in this section builds on it.

Change a value and only the things that were using that value react — the way a spreadsheet recalculates one column rather than the whole sheet. You never refresh anything. → Why this engine


🚀 Pick your path

🎨 Build without code

Author interactivity in the editor: tap an object and something happens, states, timelines, visual graphs, interface cards. This covers most of what a project needs.

Start with events

⌨️ Build with code

Write TypeScript against a small, friendly API. Reach for it when you need game rules, real maths, multiplayer, or anything genuinely custom.

Write your first script

Not sure which? Start without code. You can always add a script later, and the two work side by side in the same project.

Patches sit comfortably between the two

A patch is behaviour you draw as a graph instead of typing. It has values, conditions and loops like a script, but you build it by connecting nodes. Many people never need anything else. → Patches


🧭 Find your way around

If you want to…Go to
See the range of what people buildWhat you can build
Understand what makes this engine differentWhy this engine
Understand how a project is put togetherObjects and scenes
Know what a particular setting doesComponents
Make something happen when a visitor tapsEvents
Move, fade or choreograph somethingAnimation
Let people walk around as a characterGame controls
Add buttons, menus, a score displayUI cards
Make things fall, collide and bouncePhysics
Add fire, smoke, sparks or rainParticles
Build a material the standard types cannot expressMaterial graphs
Fill a scene with grass, crowds or debrisPrefabs and instancing
Draw a pipe, a rope, or a route to followPaths
Set up a minimap or a security monitorCameras
Build something multiplayerMultiplayer
Import the platform's own packages in your codeShared packages
Look up every trigger, step, node or settingReference
Work out why something is not behavingTroubleshooting

⚠️ One thing to know up front

The editor does not run your logic. It draws and edits your scene, but scripts, patches, physics and timers stay switched off while you author.

That is on purpose — an animation playing while you work would fight you for control, and a timer would quietly write changes into your project.

So when you want to see your work behave, open Preview. If you ever catch yourself thinking "this should be working", check this first: it explains most of them.