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User Manual

This manual is for artists, designers, and game makers building with Opal in the hosted browser editor at opal-engine.com. It follows the real editor workflow: create a project, build scenes, prepare assets, wire behavior, play-test, publish to the arcade, and export backups when you need them.

Developer-oriented docs live under Components and Reference in the sidebar.

The Opal Loop

ProjectScenesAssetsArtSoundObjectsFlowPlay testPublish
Learn the editor shape

Start with projects, scenes, autosave, the top bar, panels, and play mode.

Make one tiny game

Build the coin collector before designing something large. It touches the core tools without burying you.

Go deeper where your game needs it

Use Art Canvas for sprite sequences, Sound Canvas for SFX, Components for reusable systems, Flow for rules, and UI for menus and HUD.

Publish early

Publish small builds to the arcade during development so the game is always playable outside the editor.

Chapters

ChapterWhat you will learn
IntroductionWhat Opal is, core concepts, how the pieces fit together
Getting startedOpen the hosted editor, create content, save work, and use play mode
Build your first gameMake a tiny coin collector with art, variables, Flow, UI, sound, and export
Editor overviewWorkspaces, panels, top bar, shortcuts, asset library, File/Add/Help menus
Projects and scenesProject structure, start scenes, scene lists, and scene settings
Objects and hierarchyStage objects, parenting, transforms, selection, and prefabs
Assets and importingImport images and sounds, use Asset Studio, and keep assets organized
Art CanvasSlice sheets, assemble frames, preview animation, register frames, and save .ssb bundles
Sound CanvasCompose samples, tones, and mic takes; process, preview, and bake WAV sound effects
Components and propertiesAttach built-in behaviors and configure fields in the inspector
Visual scriptingObject Flow, Scene Flow, events, expressions, variables, and graph debugging
Motion and riggingSprite motion clips, Motion Machine, Skeleton Studio, and character assets
Physics and collisionsRigid bodies, colliders, sensors, collision events, and tuning
Prefabs and spawningSave reusable objects, place instances, spawn them from graphs and spawners
UI and HUDBuild in-game interface layers and bind widgets to game state
Input and controlsTaps, drags, keyboard movement, and multi-touch play on phones and tablets
Audio and VFXImport sounds, play audio, show speech, and trigger visual effects
ScriptsUse project scripts when visual graphs need reusable code
Testing and debuggingPlay mode, stats, flow overlays, Problems, and Graph Explorer
Multiplayer and sharingUse optional rooms for live network sessions and shared editing
Sharing and publishingPublish to the arcade, export backups, and build standalone players
TroubleshootingCommon setup, storage, asset, physics, auth, docs, and publishing problems

Quick Reference

Workspaces: Arrange, Object Flow, Scene Flow, Motion, Sound, Art, Rigging, Components, Scripts, UI

Top-bar menus: File for save/import/export/publish, Add for assets, Help for tutorials/shortcuts/console/problems/about

Play: Play in viewport, fullscreen play, Stop, Stats, Live Flow overlay

Undo / redo: Ctrl+Z / Ctrl+Y (or Ctrl+Shift+Z for redo on Mac-style layouts)

Use Ctrl+K (Cmd+K on Mac) to search all documentation.

Opal Engine — MIT licensed