Realot StudioDocs
Reference

Source map & verification

A source-grounded map of where Realot Studio’s public behavior and editor controls are actually implemented.

View as Markdownllms.txt
Verified sourceThis documentation pass was checked against the supplied Realot Studio engine source, including runtime components, scripting API modules, editor panels/state, navigation, physics, scene serialization, and export code.

#Engine architecture map

AreaPrimary source locationsPurpose
Public runtime entryproject/runtime/index.jsWires World + systems + scripting and exposes createGame().
Componentsproject/runtime/components/Serializable component data used by scene entities.
Systemsproject/runtime/systems/Runtime behavior such as physics, rendering, animation, lighting, audio, navigation and scripting.
Scriptingproject/runtime/scripting/User-facing script surface, EntityContext and option metadata.
Physicsproject/runtime/physics/Rapier-backed collider/body/joint queries and contact behavior.
Navigationproject/runtime/pathfinding/A* grid bake, dynamic bake, area masks/costs and navigation support.
Editor UIproject/editor/panels/Toolbar, Hierarchy, Inspector, Project/Console, animation, tileset, export and settings windows.
Editor state/eventsproject/editor/state/Persistence, dirty state, layer/area registries and DOM event handling.
Scene serializationproject/runtime/scene/SceneSerializer.jsSerialized scene/entity component format.

#Important source files for documentation truth

QuestionVerify here
What components exist?project/runtime/components/*.js
What script members exist?project/runtime/scripting/components/*API.js + ScriptAPI.js
What opts are accepted?project/runtime/scripting/NavAPI.js and the relevant ScriptAPI doc comments
Where is a button?project/editor/panels/*.js
What appears only conditionally?project/editor/panels/Toolbar.js + editor/state/EditorEvents.js
How does an interaction actually behave?Relevant runtime system + component + tests in the same area.