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Getting Started

This guide takes you from a fresh Untold Engine checkout to a working game project. You will run the demo, create an Xcode project, export assets into the engine's .untold runtime format, and load those assets from a GameScene.

You can create projects using the Untold Engine Commannd Line Interface.

After your project is created, an Xcode project with a GameData folder that contains the assets your game loads at runtime.


Clone the Untold Engine

Recommendation: Use the latest stable release instead of the develop branch. The develop branch is the bleeding-edge version of Untold Engine and is updated frequently, so it may contain unstable changes or regressions.

Clone the repository and launch the demo:

git clone https://github.com/untoldengine/UntoldEngine.git
cd UntoldEngine
git checkout v0.14.1
swift run untolddemo

Create an Xcode Project

Use untoldengine to generate a ready-to-run Xcode project with Untold Engine wired in.

Install it from the repository:

./scripts/install-untoldengine-create.sh

Now create an Xcode project. The example below uses --platform visionos to create a Vision Pro project.

Vision Pro Example

cd ~/Projects
untoldengine create VisionGame --platform visionos
open VisionGame/VisionGame.xcodeproj

If you want to create a project for other platforms, you can use the flags below:

Platform options

# visionOS (Apple Vision Pro)
untoldengine create MyGame --platform visionos

# macOS (default)
untoldengine create MyGame --platform macos

# iOS with ARKit
untoldengine create MyGame --platform ios-ar

# iOS
untoldengine create MyGame --platform ios

Dependency behavior by platform:

  • visionos: UntoldEngineXR + UntoldEngineAR
  • ios-ar: UntoldEngineAR
  • ios and macos: UntoldEngine

Get Starter Assets

Once your project is created, install the Starter Asset Pack directly from the CLI:

cd MyGame
untoldengine assets install starter

The Starter Pack includes a stadium, a ball, and two soccer players — enough to have something running immediately. The CLI downloads the pack and merges its contents into your project's GameData folder automatically. If a file already exists you will be prompted before it is overwritten.

To see all available asset packs:

untoldengine assets list

Bootstrap Exporter Dependencies

Before exporting or optimizing assets, install the external tools the CLI relies on — the astcenc texture compressor and the Pillow/lz4 Python packages — in one step:

untoldengine bootstrap

This downloads a pinned, checksum-verified astcenc release into ~/.untoldengine/tools and pip installs the Python packages. Nothing to download by hand or wire up with environment variables. Re-running bootstrap is a no-op once everything is installed; pass --force to reinstall. See Optimizations for details.

Native Asset Format: .untold

Untold Engine uses .untold as its native runtime asset format. You author assets in Blender (or any DCC tool that exports USD/USDZ), then convert them to .untold before loading them in the engine. The exporter accepts either a .blend file directly or a USD/USDZ asset.

The .untold format is a binary container optimised for fast runtime parsing with no ModelIO dependency. It supports runtime mesh data, PBR materials, texture references, transforms, bounds, and exported animation clips.

You can convert assets with either the Untold Engine Blender addon or the CLI.

Option 1: Blender add-on

To convert a USDZ file into the .untold format using the add-on, follow the directions in Using Blender Addon.

After the model has been converted to .untold format, copy it into your Xcode project under Sources/<ProjectName>/GameData/Models/<assetname>/.

Option 2: CLI

Use untoldengine export to convert a single asset — a .blend file or a USD/USDZ asset — into .untold:

untoldengine export \
  --input /path/to/your/model/robot/robot.blend \
  --output /path/to/your/project/GameData/Models/robot/robot.untold \
  --convert-orientation

USD/USDZ input works the same way:

untoldengine export \
  --input /path/to/your/model/robot/robot.usdz \
  --output /path/to/your/project/GameData/Models/robot/robot.untold \
  --convert-orientation

Add --optimize to also LZ4-compress geometry and, if the asset has textures, compress them with astcenc into .utex — equivalent to running --compress-geometry followed by untoldengine texbake --dir and --patch-refs. Run untoldengine bootstrap once beforehand so the tools it needs are available:

untoldengine export \
  --input /path/to/your/model/robot/robot.blend \
  --output /path/to/your/project/GameData/Models/robot/robot.untold \
  --convert-orientation \
  --optimize

For animation assets, use the --animation flag:

untoldengine export \
  --input /path/to/your/animation/robot/robot.usdz \
  --output /path/to/your/project/GameData/Animations/robot/robot.untold \
  --convert-orientation \
  --animation

For large scenes that need tile-based streaming, use export-untold-tiles to partition the scene and generate a manifest JSON:

./scripts/export-untold-tiles \
  --input /path/to/your/model/dungeon/dungeon.usdz \
  --output-dir /path/to/your/project/GameData/StreamModels/dungeon/tile_exports \
  --tile-size-x 25 \
  --tile-size-z 25 \
  --generate-hlod \
  --generate-lod

For the full list of options, validation flags, and expected output layout see Using The Exporter. For optional asset optimization workflows, see Optimizations.


Loading a Single Asset

Once in your Xcode project, head over to the init function in Sources//GameScene.swift.

Use setEntityMeshAsync to load an .untold file as an always-resident asset. This is the right choice for props, characters, and any object that should stay in memory for the lifetime of the scene.

//...After configureEngineSystems()

let entity = createEntity()
setEntityName(entityId: entity, name: "robot")

setEntityMeshAsync(entityId: entity, filename: "robot", withExtension: "untold") { success in
    if success {
        translateTo(entityId: entity, position: simd_float3(0.0, 0.0, 0.0))
        setEntityKinetics(entityId: entity)
    }
    setSceneReady(success)
}

setEntityMeshAsync is non-blocking. The completion block fires on the main thread once the mesh is parsed and uploaded to GPU memory.


Loading a Streamed Scene

Use setEntityStreamScene to load a large scene that streams tiles in and out of GPU memory based on camera proximity. Pass either a local manifest path or a remote https:// URL — the engine handles downloading and caching automatically.

//..After configureEngineSystems()


let sceneRoot = createEntity()
setEntityName(entityId: sceneRoot, name: "dungeon")

// Local manifest
setEntityStreamScene(entityId: sceneRoot, manifest: "dungeon", withExtension: "json") { success in
    setSceneReady(success)
}

Loading a Remote Streamed Scene

To stream a remote scene, use the same setEntityStreamScene(...) API with a URL to your manifest JSON file.

// Remote manifest (downloaded and cached on demand)
if let url = URL(string: "https://cdn.example.com/dungeon/dungeon.json") {
    setEntityStreamScene(entityId: sceneRoot, url: url) { success in
        setSceneReady(success)
    }
}

setEntityStreamScene registers lightweight stub entities for every tile in the manifest, all parented under sceneRoot (no geometry is parsed at this point). GeometryStreamingSystem then loads and unloads tile geometry as the camera moves. See Tile-Based Streaming for the full streaming architecture.

Legacy overloadsloadTiledScene(manifest:) and loadTiledScene(url:) remain available for backwards compatibility. They create an internal root entity automatically.


Finding Entities in the Loaded Scene

Retrieve a named entity with findEntity(name:) inside the completion block or after setSceneReady:

setEntityMeshAsync(entityId: entity, filename: "stadium", withExtension: "untold") { success in
    if let player = findEntity(name: "player") {
        rotateTo(entityId: player, angle: 0, axis: simd_float3(0.0, 1.0, 0.0))
        setEntityKinetics(entityId: player)
    }
    setSceneReady(success)
}

Camera and Lighting

Create a camera and directional light manually in your scene setup, then position the camera after assets load:

let gameCamera = createEntity()
setEntityName(entityId: gameCamera, name: "Main Camera")
createGameCamera(entityId: gameCamera)
setCamera(.active(gameCamera))

let light = createEntity()
setEntityName(entityId: light, name: "Directional Light")
createDirLight(entityId: light)

After loading:

moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
ambientIntensity = 0.4

Putting It All Together

A complete GameScene using the patterns above:

final class GameScene {

    init() {
        // Camera and light
        let gameCamera = createEntity()
        setEntityName(entityId: gameCamera, name: "Main Camera")
        createGameCamera(entityId: gameCamera)
        setCamera(.active(gameCamera))

        let light = createEntity()
        setEntityName(entityId: light, name: "Directional Light")
        createDirLight(entityId: light)

        // Load a single always-resident asset
        let stadium = createEntity()

        setEntityMeshAsync(entityId: stadium, filename: "stadium", withExtension: "untold") { success in
            if let player = findEntity(name: "player") {
                rotateTo(entityId: player, angle: 0, axis: simd_float3(0.0, 1.0, 0.0))
                setEntityAnimations(entityId: player, filename: "running", withExtension: "untold", name: "running")
                setEntityAnimations(entityId: player, filename: "idle",    withExtension: "untold", name: "idle")
                setEntityKinetics(entityId: player)
            }

            moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
            ambientIntensity = 0.4
            setSceneReady(success)
        }
    }
}

For a large streaming scene, replace the setEntityMeshAsync call with setEntityStreamScene:

let sceneRoot = createEntity()
setEntityName(entityId: sceneRoot, name: "dungeon")

setEntityStreamScene(entityId: sceneRoot, manifest: "dungeon", withExtension: "json") { success in
    moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
    ambientIntensity = 0.4
    setSceneReady(success)
}