Vespera Engine Documentation
Learn Vespera by doing: create projects, author scenes and assets, write gameplay, build UI, and ship standalone games.
New to Vespera? Start with Getting Started, then build the small walkthrough in Your First Game. The rest of this site is organized by the job you are trying to do.
Start building
Getting StartedBuild Vespera, create a project, open the editor, test Play Mode, and make a standalone build.Your First GameMake a small entity behavior, bind input, use a prefab/UI, and package it.Editor GuideHierarchy, Scene view, Inspector, Project browser, Project Settings, Play Mode, and Build Game.File TypesKnow what .vesperaproject, .slscene, .slprefab, .vmeta, RML/RCSS, scripts, and asset descriptors do.
Common tasks
Write C# GameplayComponents, lifecycle, exposed Inspector fields, managed builds, and project-owned assemblies.Configure InputMap keyboard/gamepad controls to named project actions and read them from gameplay.Use PrefabsCreate reusable entity assets, apply/revert/unpack them, and spawn them at runtime.Build UICreate RML/RCSS screens and control them from C# through the runtime UI API.Manage AssetsStable IDs, .vmeta, dependency repair, safe moves, and package closure.Build & ShipDevelopment/Release builds, portable .NET deployment, package testing, and shipping checks.
Choose the right reference
| I want to… | Read |
|---|---|
| Find/create entities, change transforms, switch scenes | Scenes & Entities and Gameplay API |
| Import/move textures, materials, sprites, audio | Asset Pipeline plus the matching content page |
| Use RmlUi from gameplay code | RmlUi and Runtime UI API |
| Build a screen-space 2D game | 2D / UI Foundation |
| Understand a serialized scene file | Scene Text Format |
| Automate or torture-test the editor/runtime | Automation / MCP |