OasisW Manual
How to build games with the OasisW editor and AI GAME BUILDER, check them with Launch, fix them, and publish them. Written for developers who have used another engine.
New here? Read in this order
- 1Introduction to OasisWGetting started
- 2Workflow at a glanceGetting started
- 3Make your first gameGetting started
- 4Projects, scenes, entities, components, and assetsCore concepts
Read Getting started and Core concepts in order; for the other sections, jump to what you need.
All contents
Getting started
What OasisW is, browser requirements, signing in and creating a project, and building your first game.
- Introduction to OasisWConcept
- Workflow at a glanceConcept
- Browser and device requirementsReference
- Sign in and create an accountHow-to
- Create a project and open the editorHow-to
- Make your first gameTutorial
Core concepts
How projects, scenes, entities, components and assets relate, what is different about a web engine, and a term map for other engines. Every other section builds on this.
Editor
Layout and toolbar, HIERARCHY, creating and moving entities, components, managing scenes, autosave, Launch, shortcuts and settings.
- Editor layoutConcept
- Top bar and left toolbarReference
- HIERARCHY panelReference
- Create, duplicate, and delete entitiesHow-to
- Move, rotate, and scale entitiesHow-to
- Add and remove componentsHow-to
- Create and switch scenesHow-to
- Duplicate and delete scenesHow-to
- AutosaveConcept
- Run with LaunchHow-to
- Keyboard shortcutsReference
- Scene settings (SETTINGS) and editor settingsReference
AI GAME BUILDER
Using the AI panel, game briefs and work steps, writing prompts, stalls and loops, checking what changed, and credits.
- What AI GAME BUILDER can and can't doConcept
- Open the AI panel and send a promptHow-to
- Read the plan and work stepsConcept
- Read the last line and the auto-checkConcept
- Principles for writing promptsConcept
- Send fix promptsHow-to
- When the AI stalls, stops short, or loopsHow-to
- Check what the AI changedHow-to
- Undo AI workHow-to
- CreditsConcept
Assets
Asset types, uploading files, the asset store, templates, and materials on imported models.
Graphics
Changing colors with materials, lights, cameras, the Render component, and baking lightmaps.
- Change an entity's colorHow-to
- LightsHow-to
- CameraReference
- Render componentReference
- Bake lightingHow-to
Physics
How physics works, adding collision, property reference, and handling collision events.
UI and sound
How screen UI is built, text and Korean fonts, Element properties, buttons, and sound.
Scripting
Script structure and lifecycle, creating and attaching scripts, the code editor, attributes, reading AI-written code, input, events, and debugging.
- Scripting overview and the engine API
- Script structure and lifecycle
- Create and attach a new scriptHow-to
- Code editorReference
- Change script attribute valuesHow-to
- Define script attributesReference
- Read and edit AI-generated codeHow-to
- Keyboard, mouse, and touch inputHow-to
- Events and communication between scripts
- DebuggingHow-to
Publishing and troubleshooting
Publishing a game, republishing, downloading builds, sharing the URL, troubleshooting by symptom, and FAQ.
- Publish your gameHow-to
- Republish and the primary buildHow-to
- Download a buildHow-to
- Share the public URLHow-to
- Troubleshooting by symptomReference
- FAQReference
Collaboration and version control
Real-time collaboration, inviting members and permissions, workspaces, checkpoints, branches, and import/export.
Appendix: REST API
Issuing tokens and authentication, rate limits, and the endpoint list.
- REST API overview, authentication, and limitsReference
- Endpoint referenceReference