Docs Index

Perro reference map

Index-first docs. Jump by subsystem. Expand sections. Open any topic for purpose, API source map, field/type links, and related references.

project loopCLI
perro new --path D:\GameProjects --name MyGameperro check --path D:\GameProjects\MyGameperro dev --path D:\GameProjects\MyGameperro build --path D:\GameProjects\MyGame

Start

Create a project, run the script pipeline, launch dev builds, export release output, and keep project files outside the engine repo when the game becomes real.

Write

Build gameplay in Rust with state, lifecycle hooks, callable methods, explicit context objects, and short macros for common runtime work.

Build Scenes

Compose nodes, templates, UI, and runtime node searches. Use query filters when gameplay needs to find groups by name, tag, concrete type, or base type.

Input

Read keyboard, mouse, gamepad, Joy-Con, and player bindings through ScriptContext input window (`ctx.ipt`). Start at the input overview, then use device pages for exact macros.

Runtime APIs

Use runtime window APIs through `ctx.run` for scene mutation, signals, physics, animation playback, script calls, IDs, and time.

Resource APIs

Resource window APIs through `ctx.res` load and manage assets from scripts: audio, textures, meshes, materials, skeletons, localization, draw_2d, and animation clips.

Assets

Author engine resources for animation, materials, shaders, particles, skeletons, post-processing, and visual accessibility.

Ship

Static builds pack resources and scripts into project output. DLC builds create runtime-loadable packs mounted under dlc:// names.