Use this guide when you want to make a scene visible, light it, animate skinned models, or add post-processing.
Come here for:
For a basic lit 3D scene, you usually need:
CameraComponent with IsMain = trueMeshRendererComponentLightComponentIf the scene is black, check the camera, light, and shader output paths first.
Add a CameraComponent to the entity you want to render from.
Most important properties:
| Property | Use it for |
|---|---|
IsMain |
choose the active scene camera |
FieldOfView |
perspective camera FOV |
Projection |
perspective or orthographic |
NearPlane / FarPlane |
clip distances |
ClearColor |
background color |
FrinkyEngine uses forward+ tiled lighting.
Available light types:
| Type | Use it for |
|---|---|
Directional |
sunlight-style scene lighting |
Point |
local lights such as lamps or torches |
Skylight |
ambient fill lighting |
Forward+ tuning values live in project_settings.json:
forwardPlusTileSizeforwardPlusMaxLightsforwardPlusMaxLightsPerTileMost projects should leave these at defaults unless they have a specific scaling problem.
Supported model formats:
Drag a model from the asset browser into the scene to create an entity with MeshRendererComponent.
Available material types:
| Type | Use it for |
|---|---|
SolidColor |
flat-color shading |
Textured |
standard UV-mapped textures |
TriplanarTexture |
world or local axis projection |
For a skinned animated model:
MeshRendererComponentSkinnedMeshAnimatorComponentThe animator can play embedded clips or clips loaded from additional animation source files.
| Property | Use it for |
|---|---|
ClipIndex |
choose the active clip |
PlayAutomatically |
start playback on load |
Playing |
pause or resume |
Loop |
looping playback |
PlaybackSpeed |
speed multiplier |
AnimationSources |
additional animation clip files |
UseEmbeddedAnimations |
include clips from the mesh file itself |
Press F10 to preview bones in the editor.
Add InverseKinematicsComponent to the same entity as the skinned animator when you need IK after animation sampling.
Built-in solvers:
TwoBoneIKSolver for limbsFABRIKSolver for arbitrary-length chainsLookAtIKSolver for head, eye, or turret aimingUse this when imported animation is close, but you need runtime target control.
Add a PostProcessStackComponent to the camera entity.
Typical setup:
PostProcessStackComponentBuilt-in effects:
Use r_postprocess 0 or 1 in the console to toggle post-processing at runtime.
MeshRendererComponent.