Manual
The Manual explains what each system is and how it behaves, in depth. Complex subsystems span many pages. For how to accomplish a goal, see the tutorials and capstones; for exact symbols and fields, see the reference.
Subsystems
Section titled “Subsystems” Core: loop & phases Game loop, fixed timestep, the eight phases, systems.
Entities & components Object3D-as-truth, GameComponent lifecycle, the registry.
Scenes & prefabs The .vscn.json format, the loader, prefabs, queries.
Physics Rapier bodies, colliders, collisions, triggers, joints, layers, raycasting.
Animation AnimGraph state machines, blend trees, transitions, skeletal, IK.
Audio Buses, spatial audio, procedural sound helpers.
Input Actions, input maps, gamepad, pointer lock.
Rendering & materials Renderer, materials, physical layers, custom shaders, lighting, shadows.
Post-processing The full effect stack, ordering, tone mapping.
Environment & geometry Skybox/IBL, particles, instancing, terrain, splines.
Networking Colyseus rooms, the Callbacks API, schema sync.
Navigation Recast navmesh, crowds, pathfinding.
Assets & runtime GLTF/DRACO loading, caching, the GameContext, debug draw.
UI (React HUD) mountUI, primitives, the pointer-events model.