👋 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.
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 build | What you can build |
| Understand what makes this engine different | Why this engine |
| Understand how a project is put together | Objects and scenes |
| Know what a particular setting does | Components |
| Make something happen when a visitor taps | Events |
| Move, fade or choreograph something | Animation |
| Let people walk around as a character | Game controls |
| Add buttons, menus, a score display | UI cards |
| Make things fall, collide and bounce | Physics |
| Add fire, smoke, sparks or rain | Particles |
| Build a material the standard types cannot express | Material graphs |
| Fill a scene with grass, crowds or debris | Prefabs and instancing |
| Draw a pipe, a rope, or a route to follow | Paths |
| Set up a minimap or a security monitor | Cameras |
| Build something multiplayer | Multiplayer |
| Import the platform's own packages in your code | Shared packages |
| Look up every trigger, step, node or setting | Reference |
| Work out why something is not behaving | Troubleshooting |
⚠️ 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.