This inventory covers the shipped document components and the authoring, runtime, renderer, and export surfaces behind this guide. A field’s presence in a schema is not enough to establish that every host renders or edits it.

Diagram separating simulation state from renderer, audio, and particle presentation

Read support at the boundary where you will use it: editor, simulation, capture, or exported player.

Documents and components

Source family Features covered Guide
2D document Scenes, entry scene, assets, input actions, transform, template entities, metadata Scenes
2D components Sprite, tilemap, camera2d, body2d, collider2d, animator, visualAnimation, light2d, audioSource 2D graphics, physics, animation, audio
3D document and components Transform3d, primitive, model, body3d, collider3d, character3d, camera3d, light3d, animator3d, interactionActor, audioSource, particles, renderCulling 3D graphics, physics, input, animation
Entity metadata Tags, JSON properties, runtime property commands Scenes, scripts
Input bindings Actions, axes, look, keyboard layouts, mouse, gamepad, touch Input and cameras
Particle schema Emission, ranges, shapes, curves, gradients, sub-emitters, 2D and 3D render choices Particles
HUD and screens Widgets, layout, safe areas, focus. Screens, transitions, and generated settings are schema-only HUD and screens
Script parameters and events Typed tunables, references, payloads, entity/tag targeting Scripts
Saves Progress/settings data, asynchronous loaded frames, bounded slots Saves and replay
Authoring metadata Retained programs, parameters, prefabs, overrides, suppression, detachment Construction

Consumers and delivery

Implementation What to inspect
Runtime Validation, document operations, fixed-step systems, physics, script execution, snapshots, restore
2D renderer Canvas2D/WebGPU drawing, backgrounds, lighting, effect chain, fonts, UI, audio, standalone players
3D renderer Model preparation and instances, scalar materials, animation, sky, shadows, post-processing, culling, editor passes
Particle consumers Seeded presentation simulation, dimension-specific rendering, and isolated inspector previews
Particle inspector and presets Emitter controls, lifetime curves and gradients, deterministic preview, and Fire, Smoke, Sparks, Dust, Magic, Rain, Snow, and Explosion recipes
Editor Scene tree, selection/gizmos, inspector, asset browser, scripting, Console, Profiler, retained construction
Game tools Agent creation, preparation, editing, playtesting, capture, and build
CLI Validate, simulate, benchmark, capture, build, and smoke commands

Compatibility and incomplete paths

New 2D games use schema 4 with engine version 3. Legacy schemas 1 and 2 use engine 1. Schema 2 introduces the expanded presentation features. Schema 4 adds entity metadata and script parameters. Reserved 2D schema 5 with engine 4 is rejected as unavailable by the current runtime. 3D uses schema 3 with engine 2.

The following limits matter when choosing a workflow:

  • 2D has static and kinematic physics. 3D has Rapier rigid bodies and a character controller. Triangle meshes are static-only.
  • 3D renders with WebGL2. Its particle field is ticked by standalone and capture hosts, not the current editor play session.
  • 3D particle sprite sheets, separate material textures, named material lookup, toon shading, and outlines are not completed renderer paths. Embedded supported GLB textures remain available.
  • HDRI callback contracts exist, but the standard hosts do not complete their preparation and loading path. Solid and procedural skies work.
  • Height fog, decals, and built-in localization are outside this guide’s shipped baseline.
  • Multiplayer, navigation meshes, terrain streaming, vehicles, ragdolls, retargeting, and root motion are not supplied by the current engine.

Feature screenshots and their exact source revision are recorded in screenshot provenance. The source links above follow main and may contain later additions than the captured guide baseline.