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Manual

The Manual explains RedEngine one system at a time. It assumes the project can already enter Play Mode and focuses on ownership, runtime behavior, and the APIs normally used by game code.

Follow the sections in dependency order:

Core → Networking → Input → Abilities → Attributes & Effects → Inventory → Equipment → Interaction → Movement → Weapons → UI → Assets

How to read execution-model blocks

System and recipe pages use the same four labels:

Authority / Prediction / Replication

  • Authority — work that must run on Fusion State Authority. This includes spawning, applying authoritative damage, changing inventory, equipment, and match state.
  • Prediction — work that Input Authority may simulate before confirmation, but only through APIs designed to reproduce correctly during rollback and resimulation.
  • Replicated — durable gameplay state sent through Fusion, such as Health, effect duration, stacks, ammo, inventory slots, and actor pose.
  • Local only — presentation that is never gameplay truth: particles, UI, audio, camera response, interpolated visual roots, and widget state.

If a page does not explicitly mark an operation prediction-safe, treat replicated mutation as State-Authority-only.

If the jump from the first game to a complete system guide feels too large, complete a focused Recipe first. For signatures, annotations, limits, and generated members, use Reference.

RedEngine Framework documentation