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. It does not try to explain the whole engine.
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.
Systems
Section titled “Systems”- Editor, the workspace, panels, and asset editors you author with.
- Entities & Components, the world model of entities, components, and prefabs.
- C# Scripting, gameplay in C# against a typed API.
- Rendering, materials, lights, environment, and post-processing.
New here? Start with the Editor, then Entities & Components.