Guides
One task each, with code the engine's documentation checks compile and run. Every guide is a page of the Agent Skill that ships with the engine.
Scenes and assets
- Load a modelA .glb or .gltf file loads as a ModelAsset, and a Model component instantiates it under an entity.
- Spawn a prefabA prefab is a scene file (ADR-0005): the same ignifx.scene format, loaded as a SceneAsset and stamped out with world.instantiate.
- Spawn a prefab on clickA click is a ray.
Rendering and motion
- Tween a transformapp.tweens is core: it interpolates any number, Vec2, Vec3 or Quat property of any object, on the game clock, in PostUpdate — so a tween honours time.timeScale and stops with app.pause() unless it asks for updateWhenPaused.
Input
- Bind an action and read itGame code asks for "move" and "jump", never for a key code.
- Rebind a key at run timeperformInteractiveRebind listens for the next control the player touches and writes it onto one binding as an override.
3D
- Move a 3D character controllerA CharacterController is a kinematic capsule that collides and slides.
- Follow a character with a third-person cameraThirdPersonCamera is an orbit rig: it puts the entity carrying the Camera behind target, at distance, offset by shoulderOffset, and damps toward that pose.
- Raycast and catch a trigger in 3DTwo ways to ask the physics world a question.
2D
- Animate a sprite from an atlasTwo documents and two components.
- Load a tilemap and give it collisionThree components share the work.
- Move a 2D platformer characterCharacterController2D is a kinematic capsule or box that collides and slides through Rapier.
Audio
- Play a positional one-shot and a music loopThe mixer is a tree of named buses declared in a .audio.json: every sound plays on one, and a bus's volume multiplies through its children.
UI
- Build a pause menuGame UI in ignifx is HTML, and @ignifx/ui's Menu is the list widget a front end is made of: a title, rows that declare what they edit, and one selection model that keyboard, gamepad and pointer all drive.
Saving
- Save and load game stateapp.storage is the asynchronous key–value store behind save games, settings and input rebindings.
Tools
- Show a gameplay counter in devtools@ignifx/devtools draws the overlay; every number on its Stats panel comes from app.diagnostics, which is core.
