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Getting Started

This guide takes you from a fresh install to a small playable world with terrain, a controllable character, game logic, sound, and a saved game. Fifteen minutes, no code.

Install

Sektor targets Windows with a DirectX 12 GPU. Download the launcher from the download page and run SektorEngine.exe. The launcher keeps you on the latest build and opens Sektor Studio, the editor. Everything you do lives inside a project.

1. Create a project

File → New Project, give it a name. You get an empty world with the central World Scene viewport as your workspace.

2. Sculpt some terrain

  1. Click Create Terrain and accept the defaults (a 49×49 grid, 64 units across) or pick a style: rolling, mountains, or islands.
  2. With the terrain selected, choose Sculpt in the Terrain Inspector, set a comfortable radius, and drag on the surface. The outer ring is the brush radius; the inner ring is full strength.
  3. Switch to Paint and blend grass, rock, and soil layers.

One drag is one undo step. Esc cancels a live stroke. Physics automatically derives a collision heightfield from the sculpted result, so anything you drop will land on the real surface.

3. Import and place assets

In the Assets panel, Import Files accepts glTF (.gltf, .glb), OBJ, PNG, TGA, Sektor .material, .prefab, and PCM .wav. Or use Import Folder for a model with its textures.

  • Select a model and Place Selected Model in World: the editor raycasts real mesh geometry, so props seat on hills and roofs, not a flat plane.
  • Use Scatter Model to strew rocks or trees: count, radius, scale range, and a seed. The same seed always produces the same layout.

4. Light the scene

Open Environment in the top bar: sky and horizon colors, atmosphere, fog, exposure, and an optional HDR environment map with image-based lighting. Add a Sun (directional light), then try a Point, Spot, or Area light from World Tools. Lighting is saved with the scene, so captures, Play mode, and AI edits all share it.

5. Make it playable

  1. Place a capsule or character model.
  2. Add Component → Character Controller, point it at the default Move / Jump / Sprint / Crouch input actions, and enable driveGameplayCamera.
  3. Press Play: WASD to run, Space to jump, Shift to sprint, Ctrl to crouch. The camera orbits with the mouse and never clips through walls.

Play runs an isolated copy of your world. Stop restores authoring exactly as it was.

6. Add logic, sound, and a goal

  1. Import a chime.wav, place a "goal" prop, and give it an Audio Source plus a trigger Collider.
  2. Open Event Sheets and add an event: trigger physics.on_trigger_enter between your character and the goal.
  3. Actions: audio.play on the picked goal, add 1 to a Score variable, destroy the picked goal.
  4. Bind Score to a HUD text widget in the Runtime UI workspace (how).

7. Save the game, then ship a build

  • Add an Event on F5 pressed: action runtime.save.create into slot "Quicksave". Load it with runtime.save.load. Everything restores exactly, from physics velocities to the sample position of playing audio.
  • When it plays the way you want, choose Build Game: the engine validates content, packages the project with the standalone Player, and writes a distributable anyone can run without Studio. See Packaging & Shipping.

Viewport controls

Action Control
Orbit Right-drag (WASD flies while held)
Pan Middle-drag
Zoom Mouse wheel
Focus orbit / dolly Alt+LMB / Alt+RMB
Frame selection F
Move / Rotate / Scale W / E / R (Space cycles)
Toggle World/Local X
Duplicate-drag Alt + gizmo drag
Vertex snap hold V while moving
Drop to floor End
Game view (hide gizmos) G
Camera bookmarks Ctrl+Alt+1..0 store, Alt+1..0 recall
Command palette Ctrl+K

Next: dive into The Editor, or let an AI do all of the above through the control protocol.