Troubleshooting
Installation and first launch
Use Installation for actual release assets and platform availability. Check Project Manager Diagnostics for editor launch errors and Settings for optional language tools. Installed-editor users do not need cargo xtask doctor; source contributors can use source troubleshooting.
Script errors
| Symptom | Check |
|---|---|
| Start never runs | Correct language/extension, registered asset, enabled attachment and correct scope. Lua uses Start, not OnStart. |
| Teardown never runs | Lua/JS/Luau use OnStop; Stop is not a lifecycle callback. External SDKs register on_stop. |
| Latest edit appears ignored | Save source in the external editor. A failed reload preserves the old good instance; inspect Console and restart Play. |
| Toolchain unavailable | Install the interpreter/compiler for that language, restart Rustic after PATH changes, check Project Manager Settings. |
| Object path fails | Use unique sibling names and the correct hierarchy from Game.scene.List. Check that the object exists in the Play snapshot. |
| Getter ignores a write | Check runtime mutation timing. JavaScript and external SDK simple getters use callback snapshots. |
| Collision callback is silent | The primitive simulator does not dispatch collision/touch callbacks. Use implemented physics queries instead. |
Inspect the first source error rather than flooding Console with per-frame logging. External sessions have callback deadlines and source/response bounds; unbounded loops can disable an instance. Language guides show valid syntax and complete registration.
Input, cameras and physics
Hover/click embedded Play before using held WASD/arrows/Shift. Other keys, press/release edges, named actions and separate-window forwarding are not implemented by the current editor bridge. If a game view is blank, verify an active camera, its local +Z orientation, priority and object placement. For falling-through errors, anchor the floor and enable Can collide on both primitive bodies. Imported meshes require primitive proxies; consult physics limits.
Files, saving and reopening
Read-only projects may have another active editor holding the lock or a future unsupported scene schema. Save via File > Save scene, keep source assets/sidecars together, and save script files separately. Stop Play and discard runtime changes unless you intend to apply them. Inspect the actual permission/recovery diagnostic before altering files; Scene System describes backups and schema migration.
Audio and platform differences
Native playback/devices and microphone input require Windows in this implementation. Game-output recording works headlessly in every gameplay language; hot mic does not. Denied microphone access, absent devices, stale device IDs and unsupported formats can raise script errors. The selected input device does not redirect capture from the system default. See Audio and Compatibility.
Reporting a problem
Include the engine release/revision, OS, script language/tool version, smallest reproducible project steps, first Console diagnostic and expected behavior. Avoid reporting Docs v0.1 as the engine release. Review Versions and changes and known limitations before assuming an unimplemented feature is a regression.