Creating gameplay
This section covers making things happen: Flow graphs for rules, motion and physics for movement, prefabs for reuse, UI for menus and HUD, input for controls, audio and particles for feedback, and Scripts for OpalScript.
Start Flow at Visual scripting. Start code at Scripts or the high-level track. The Scripting API also has a low-level track and every class.
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Object Flow and Scene Flow: events, nodes, variables, debugging.
Score, saves, lists, and object references — declare once, use everywhere.
Sprite motion clips, Motion Machine, and Sprite Animator.
Bones, slots, IK, meshes, skins, and character assets.
Rigid bodies, colliders, sensors, and tuning.
Reusable objects, instances, and spawners.
Interface layers, widgets, and game-state bindings.
Taps, keyboard, gamepad, and multi-touch.
Imported sounds, speech, and particle effects.
Compose custom .pfx effects in the FX workspace.
OpalScript, Script Studio, tiny examples, and the Flap flyer.
Copy-paste classes, then Flap.
High-level and low-level OpalScript tracks, then every class: Scene, Time, Input, Health, RigidBody2D.