KROYSDOCS
HomeWhat's newv0.1.0
MANUAL / Get started / What's new

What's new

What changed recently in KroysEngine, newest first.

Engine0.1.0
Plugin SDK2.2.0
01

AI assistants over MCP

  • The optional KroysMcp plugin lets any MCP client work with your project: read and search the scene, add and change entities, components and materials as undoable steps, build scripts and read the errors, package the game and read this documentation (Connect over MCP).
  • The running editor listens on 127.0.0.1 with a token from the MCP Server panel; KroysMcp.exe serves a project headless over stdio.
  • Tools that delete or write files wait for Allow once, Allow for session or Deny in the editor.
  • Plugin SDK 2.2: plugins can list component types and their fields, read the Console, undo and redo, place prefabs, list assets, replace content files as undo steps and start script builds and packaging.
02

Documentation in the engine

  • This documentation: a manual for the editor, scripting, plugins, multiplayer and shipping, and the scripting and plugin API references in one place, opened from the editor's Help menu and offline.
  • F1 over a panel, or its ? button, opens that panel's page.
  • Every code example on the dark side is compiled against the engine when the documentation is built.
03

Editor plugins in C#

  • Write editor extensions in C#: panels, commands, settings pages, importers, exporters, asset types, viewport tools and background tasks. Save a file and the running editor rebuilds and reloads the plugin.
  • Seven samples, one per capability; New Editor Plugin can start from any of them.
  • The C and C++ plugin SDK: a plain C ABI with versioned tables and a header-only C++ layer, for native editor and runtime plugins.
04

Game rules in C# on the dedicated server

  • GameMode, GameSession, Player and Bot: write match flow, ready states, map travel and bots as C# scripts that run on the server (Game modes and bots).
  • [ServerOnly] and [ClientOnly] keep one script assembly for the game and the server.
  • Network conditions for testing (latency, loss, bursts, bandwidth) on every program, and a test suite with fuzzing and soaks (Network testing).
05

One window per authoring tool

  • The Animator, VFX Studio and UI Editor are each one window with the live preview inside it, and workspaces switch when an editor opens (Workspaces).
  • Drag assets onto the viewport or the World panel to place them, with a preview of where they land (Placing assets).
06

Shipping

  • Packages are built from cooked content only and audited before they are written: no source files, no symbols, no developer paths (Packaging).
  • The dedicated server cooks from the same pipeline as the game (Server cook).

KroysEngine 0.1.0 documentation, built from the engine repository by Tools/BuildDocsSite.py.