RUSTICDOCSSearch documentation

Playtesting and publishing

Local playtesting

Use Play for the embedded game viewport. Pause/Resume controls simulation, Frame Advance advances one fixed step, and Stop ends the runtime session. New Window and Standalone start distinct native runtime shells. Keyboard forwarding is currently limited to held keys in embedded Play; separate-window modes are useful for observing simulation but do not implement the same keyboard bridge.

Play copies project content into an immutable snapshot and runs a separate runtime world. Script files must be present and registered before the snapshot/reload can use them. Stopping does not automatically save simulation results; review/apply is explicit and undoable. Choose Discard to return to authored positions. Save scripts in your code editor and scenes with File > Save scene.

Debugging

Read Console output, click source diagnostics to open the external editor, and pause/frame-advance to isolate fixed-tick behavior. A failing callback disables its instance; a validation failure during hot reload retains the last good version. Restart Play after saving a fix for a clean run. Use Troubleshooting and script execution before relying on an assumed update order or input event.

Standalone games and supported export platforms

Planned: a distributable-game export workflow is described by the architecture but the inspected xtask implements only doctor, build, test and run. There is no working cargo xtask export or package-editor command. Do not interpret the Standalone Play button as an installer/export pipeline.

No ready-to-use browser/mobile export target or platform packaging matrix is established by this implementation. Windows editor installers package development applications; they are not generated game releases. Source build profiles compile engine binaries and do not replace an asset/runtime export contract.

Share a project for development

Until game export is implemented, share the project source with another developer who has a compatible Rustic build. Include project.engine, authored scenes, scripts, source assets and their identity sidecars; exclude machine-specific caches, logs, credentials and build outputs. State the engine release/revision, script languages and optional tools. Test reopening the copied project before sharing it. Follow repository and asset licenses; do not assume a source project is a standalone playable package.

Building and packaging the engine remains a contributor workflow. The examples and hosting SDK repositories are Not Yet Implemented.