Using This Manual
Use this manual while you build or change a Myth Engine project. Choose the task below. The concept guides explain how Scenes, resources, Objects, and Logic fit together.
For an existing project, open the editor or gameplay guide that matches your task. Start there.
Choose a Topic
| Task | Guide or reference |
|---|---|
| Install the engine and open a project | Installation and Workspace Overview |
| Organize Scenes, resources, and Object definitions | Projects and Resources and Objects and Components |
| Interpret positions, sizes, or movement speeds | Coordinates and Presentation and World Units and Image Scale |
| Prepare artwork and animated clips | Sprite Editor, Sprite Animation, Background Editor, and Tileset Editor |
| Configure audio, effects, and fonts | Sound Editor, Particle Editor, and Font Editor |
| Author typed fields and reusable entries | Data Structure Editor and Data Table Editor |
| Draw artwork or connect terrain borders | Pixel Editor and Auto Tile Mapping |
| Animate a rig or follow a path | Skeletal Rig Editor, Path Editor, and Timeline Editor |
| Prepare 3D content | 3D Scene Editor, Model Editor, Materials, Animators, and IK |
| Build and test a platform game | Platformer Editor, rooms, rules, testing, and Logic |
| Add platformer movement to an existing 2D Scene | Platformer parts in a 2D Scene |
| Share health or another bounded value with Logic and a HUD | Meters and shared values |
| Place a sound in the world or change its listener | Spatial audio and listeners |
| Let the player switch full screen during play | Change full screen during play |
| Route an Object around obstacles | Navigation and pathfinding |
| Shape and populate a 3D world | Terrain, foliage, water, and voxel layers |
| Bake sky and bounced light | Baked lighting |
| Present a story or video | Book Editor, Dialogue Editor, Cutscene Editor, and Video Editor |
| Configure reusable behavior | Logic Components, Parameters, and Functions |
| Choose storage for game state | Variables and State and Data Structures and Data Tables |
| Remember an exact Object or group | Live instances and Instance Sets |
| Connect input, motion, contact, or interface controls | Player Commands and Input, 2D Movement, Collision, and UI |
| Schedule delayed or periodic work | Timers and Delayed Actions |
| Configure specialized game systems | Multiplayer, accessibility, Builder Mode, and Living Paper |
| Add code or reusable dependencies | Scripts, Libraries, Coil Programs, and Myth Packs |
| Test or distribute a game | Testing and Publishing Overview |
| Investigate an error or unexpected result | Logic Troubleshooting and Publishing Troubleshooting |
| Check an exact field, type, or result | Technical Reference |
| Check edition and distribution rights | Licensing Terms |
Read a Guide or a Reference Entry
Start with the guide. It explains which controls to use, what should happen, and how to check the result.
Use the example names and values as a starting point for your project. Keep the declared types and bindings.
The reference lists Actions, Events, component properties, and resource types. Check the types first. Use an entry to confirm a field, Event context, or Action output before connecting your Logic.
Pages are updated separately. A version named in a guide or reference entry identifies the engine version documented for that page.
Read Documentation Scope for coverage and version limits before using an entry to decide whether a feature is available.
Search and Navigate
Search for an editor, Action, component, or technical term. Try the native control’s name. The sidebar changes subjects, while On this page jumps to a section within the article.
Some editor choices depend on your edition, enabled resource categories, or optional packs. Check those when a control is missing. Record a reproducible mismatch with the page address, installed engine version, and edition.
Use the support channels to report it.
Tutorials and Build a Game
Tutorials teach through game-building activities. Build a Game has complete game guides, with one playable chapter at a time.
Keep the manual nearby. Use it to look up a control or concept while following a lesson or building your own game.
Myth Engine Documentation
