Airogel Editor
Documentation
Learn the editor, engine conventions, Lua runtime, publishing flow, and MCP integration.
Getting Started
3 guidesBuild your first playable scene
BeginnerRun the playable starter game every new project opens on, see how its controller, scene script, and HUD timer work, then change it and switch to first person.
Read guide →Editor basics
BeginnerNavigate the viewport, select objects, use transform gizmos, and run a scene.
Read guide →Welcome to Airogel Editor
BeginnerLearn how projects, scenes, objects, simulation, and publishing fit together.
Read guide →Engine
6 guidesPlayer input and touch controls
IntermediateWhat produces movement and look on each device, how touch sticks behave, and how authored action buttons reach Lua.
Read guide →Cameras and follow modes
IntermediateFollow a character or a vehicle with first-person and third-person modes, set eye height, and switch the active camera at runtime.
Read guide →Assets, materials, and shaders
BeginnerUnderstand reusable project resources, generate assets from parameters, and see how scene objects reference them.
Read guide →Characters
IntermediateMove CharacterVirtual objects, inspect ground state, crouch and jump, and use the model and clips a new character ships with.
Read guide →Physics, collisions, and triggers
IntermediateApply forces, receive collision callbacks, configure triggers, and query the world.
Read guide →Coordinates and transforms
IntermediateUnderstand Airogel’s axes, quaternions, hierarchy, and local versus world transforms.
Read guide →Lua Scripting
6 guidesCross-object interactions
IntermediateFind nearby objects, destroy or knock them back, inspect their transforms, handle triggers, and coordinate state between scripts.
Read guide →Vehicles, constraints, ragdolls, and navigation
AdvancedDrive wheeled and tracked vehicles, operate constraint motors, build ragdolls, move navigation agents, and follow a generated track's centreline.
Read guide →Scene scripts, variables, and storage
IntermediateCoordinate a level with scene APIs, runtime objects, scene variables, audio, and persistent storage.
Read guide →Animation playback API
IntermediatePlay, blend, stop, speed up, pause, and reverse clips, drive locomotion automatically, and use the clips the default character ships with.
Read guide →gameObject API reference
AdvancedSignatures for transforms, physics, lookup, audio, GUI, hierarchy, vehicles, and constraints.
Read guide →Lua scripting overview
BeginnerUse lifecycle callbacks, input, gameObject, scene, multiplayer, and gameStorage safely.
Read guide →Integrations
6 guidesThe AI assistant
BeginnerBuild scenes by describing them in the editor's chat panel — what it can make, when it will ask you a question, and how it differs from connecting an MCP client.
Read guide →Build and test a multiplayer game
AdvancedConfigure private rooms for 1 to 8 players run by a room server, write scripts for its authority, presentation and prediction runtimes, build server-resolved combat, share state and events, and republish an older multiplayer game.
Read guide →Troubleshooting
BeginnerDiagnose common editor, Lua, animation, physics, publishing, and MCP problems.
Read guide →Publish and test a game
BeginnerVerify a project, publish an immutable release, share its stable public URL, and review game analytics.
Read guide →MCP tool guide
IntermediateA human-readable map of the project, scene, object, resource, spatial, physics, scripting, and support tools.
Read guide →Connect an MCP client
BeginnerConnect Claude, ChatGPT, Codex, or another MCP client using OAuth, choose the right scopes, and read the error codes.
Read guide →