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Manual Overview

The manual covers the systems you actually use to build a game. Each page is practical, covering what the system is, how you drive it from the editor or a script, and where its edges are.

Lumina is editor-first and data-driven. You build scenes from entities and components, author looks with materials and lights, and write gameplay in C#. The editor and the game run on the same runtime, so what you see while editing is what ships.

SectionCovers
EditorThe workspace, viewport, panels, content browser, asset editors, and profiling tools.
Entities & ComponentsThe world model: entities, components, and how they compose.
Worlds & CoordinatesWorlds, the coordinate system, and transforms.
PrefabsReusable entity templates, instances, and per-property overrides.
TerrainHeightmap terrain, sculpting, layer painting, and foliage.
C# ScriptingGameplay in C# against a typed API, with in-editor hot reload.
RenderingMaterials, lights, environment, shadows, and post-processing.
MaterialsThe material graph, instances, and best practices.
CamerasCamera components, rigs, and shakes.
WaterThe water component and buoyancy.
ParticlesGPU particle systems and the module stack.
PhysicsRigid bodies, colliders, collisions, characters, and destruction.
Gameplay TagsHierarchical tags for classifying entities, filtering, and message channels.
AnimationSkeletal meshes, animation graphs, notifies, root motion, and ragdolls.
NavigationBaking a navmesh and driving agents along paths.
NetworkingNet modes, roles, replication, and hosting a session.
AudioSources, buses, mixing, and audio settings.
AssetsWhat assets are, importing, managing them safely, references, cooking, and packaging.
ReflectionMaking your own types visible to the editor, serialization, and scripts.
LoggingLog levels, the console, and where log output goes.

New to the engine? Read Installation, then Your First Project, then the First-Person Tutorial.

Already comfortable in another engine? Start with Entities & Components and C# Scripting; those two differ most from what you are used to.

The manual stops at the API surface. If you are modifying the engine rather than building a game with it, the Engine Internals section covers the C++ subsystems: the application lifecycle, the threading model, the object and reflection systems, the RHI and render pipeline, the editor’s architecture, and the build system.