Reference
Use this section when you already know which system you mean and need the details. For how-to guides, start in the User Manual. For writing game code, start in the Scripting API.
If it's your first time looking something up, start here:
- Prefabs and spawning — save templates, place instances, spawn at runtime
- Physics and collisions — rigid bodies, colliders, sensors, and tuning
- Built-in reference — every shipped component, field by field
- Class index — every OpalScript class
Most games stay in the Manual and the inspector. These pages are the catalog underneath.
Featured content
Save object templates, place instances, detect overrides, and spawn from Flow.
Rigid bodies, colliders, joints, soft body, and collider authoring tools.
Every shipped component: fields, Flow actions, conditions, and events.
OpalScript class for physics bodies. Pair with Collider 2D in the inspector.
OpalScript class for collision shapes. Collider-only objects become fixed bodies.
OpalScript class for interval prefab spawns. Scene.Spawn is the one-shot path.
Find, spawn, and destroy entities in the current Play world.
Runtime, editor, and frame-step internals for engine authors.
Where to look
| Page | What it's for |
|---|---|
| Prefabs | Prefab save/place, overrides, variants, bundled templates |
| Physics | Body types, collider shapes, joints, soft body, authoring tools |
| Built-in reference | Inspector and Flow catalog for every shipped component |
| Class index | Methods and properties for OpalScript |
Additional resources
- Prefabs and spawning
- Physics and collisions
- Components
- Scripting API
- Troubleshooting
- Art pipeline — how art assets move through the editor
- Renderer modernization — Canvas2D / WebGL2 command stream