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Feature status and scripting compatibility

This reference was checked against engine commit 017db99b7025eeda96acf21967664153a2df0795 on 12 October 2026. It describes source implementation, not a guarantee that every historical installer contains it. Check your release notes/build revision before using an API. Docs v0.1, engine release tags and Script API 1.0/1.1 are separate identifiers.

Status vocabulary

StatusMeaning
ImplementedCode paths exist in the inspected source; restrictions still apply.
ExperimentalAn implemented development workflow has limited qualification or a pre-alpha release label.
PlannedA roadmap/design describes a future direction; no working workflow is claimed.
Not Yet ImplementedRequired code/workflow is absent in the inspected implementation.
UnsupportedThe current adapter/platform explicitly lacks the capability.

Engine systems

FeatureStatusBoundaries and reference
Native rendering and editor viewportImplementedRHI/wgpu, primitives, models, cameras and lighting. Shadow casting is unsupported in the inspected editor; rendering.
Primitive physicsImplementedGravity and world-aligned box response, API 1.1 queries/forces. Mesh collision, joints and collision callbacks are Not Yet Implemented; physics.
AnimationImplementedImported clips, property tracks, blending and procedural API; no claim of a full visual animation editor; Animation.
Tweening and easingImplementedShared scheduler and 31 curves; Tween, Ease.
Paths and movementImplementedAPI actions and path builders; Path, Movement.
Audio playback and captureImplementedWindows native devices; non-Windows headless mixer. Capture/loading differences below; Audio.
ScriptingImplementedTen script types, isolated execution and per-binding differences. Luau creation-menu omission is documented in Scripting.
Keyboard inputImplementedEmbedded Play held WASD/arrows/Shift only. Named actions, key edges and separate-window forwarding are Not Yet Implemented.
CamerasImplementedActive scene camera and action helpers; Cameras and lights.
HTML/CSS game UI renderingPlannedCurrent HTML assets execute inline/linked JavaScript; rendered HTML layout and CSS styling are not implemented yet. Full browser DOM compatibility is not an established contract. See HTML/CSS.
Networking / hosting SDKNot Yet ImplementedPublic hosting-sdk has no implementation. Audio hot mic has no automatic network transport. Runtime/editor IPC is not multiplayer networking.
Standalone PlayImplementedA supervised runtime shell for testing; Playtesting.
Game export / platform packagingPlannedArchitecture describes export; current xtask has no export command. No supported distributable-game workflow is claimed.
Editor primitives and transformsImplementedHierarchy, Inspector, assets and Play controls. Mesh Boolean/negation/separation tools are Not Yet Implemented in the inspected editor.
Windows releasesExperimentalPublished x64 pre-alpha installers. Linux has source/CI coverage; macOS release qualification is not established.
Public examples repositoryNot Yet ImplementedNo runnable downloadable sample; use the inline first-scene tutorial.

Language and API matrix

“Core” means lifecycle, translation, properties, attributes, scene lookup and basic instance commands, not every convenience method. API 1.1 includes shared actions, physics queries, events and audio playback; method spellings and return values differ. Use each language guide for imports and registration.

Script typeRuntime/tool requirementCore / shared API 1.1Capture and reusable audio
Lua 5.4 (.lua)Bundled embedded LuaImplemented; immediate core host writes, new instance ID returnedRecording, hot mic and reusable loading implemented
Luau (.luau)Engine-provided external hostImplemented; SDK command/query boundaryRecording, hot mic and reusable loading implemented
JavaScript (.js)Bundled QuickJSImplemented; deferred core writes, synchronous queriesRecording, hot mic and reusable loading implemented
Python (.py)Python toolchainImplemented via SDKRecording, hot mic and reusable loading implemented
C (.c)C17 compilerImplemented via SDK; explicit callback/storage conventionsRecording, hot mic and reusable loading implemented
C++ (.cpp)C++ toolchainImplemented via typed SDKRecording, hot mic and reusable loading implemented
C# (.cs).NET SDKImplemented via SDKRecording, hot mic and reusable loading implemented
Java (.java)java and javacImplemented via SDKRecording, hot mic and reusable loading implemented
PHP (.php in ui/)PHP CLIImplemented via SDKRecording, hot mic and reusable loading implemented
HTML/inline JS (.html in ui/)QuickJS extraction, no browserImplemented JavaScript behavior surface; CSS-only is a no-opRecording, hot mic and reusable loading implemented

Method-specific differences

  • Every gameplay binding exposes live rustic.find_entity and object attribute reads. Use rustic.get_object_attribute(source, name), or the path proxy getter. Native spellings differ.
  • Clock.state is available in every gameplay language; native return types follow their SDK.
  • Audio device enumeration/selection exists in all ten script types but native devices require Windows. Non-Windows enumeration returns empty lists; device selection raises an error. Microphone capture requires Windows permissions and uses the system default input, independently of selected input-device metadata.
  • Game-output recording in every gameplay language can run headlessly; microphone recording and hot mic require Windows. Recording captures audio, not video. Read and unload capture handles before owner cleanup; see Audio recording.
  • Collision callback names are not evidence of event delivery: no collision/touch callbacks are emitted by the primitive simulator.

Platform compatibility

A scripting adapter being present does not establish all language tools or native devices on every OS. Bundled engines and optional interpreters/compilers must be available in the installed build and discoverable. Only embedded Play currently forwards the documented held-key subset. Source builds/CI are distinct from graphical manual testing and release certification. See Installation for platform evidence and Execution behavior for command timing.