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Overview

One guide per feature: what it does, how to use it in the editor, the scripting API, examples / tutorials, what is saved, performance notes and limits. The scripting reference is ../SCRIPTING.md; the editor overview is ../../editor/README.md.

Guide
Level editor The Level tab: LDtk projects edited in place - worlds, levels, IntGrid / Tiles / Auto layers with LDtk’s rule engine, entities and fields, definitions, terrains, per-tile data and animated tiles; the Ldtk_Doc API - with tutorials.
Aseprite .aseprite files used as they are: tags played as Aseprite plays them, layers on / off per node, slices (pivots, hitboxes), user data, tilemap layers as TileMaps; live reload when you save - with a tutorial.
Skeletal animation Spine and DragonBones exports on the engine’s own runtime: Skeleton and Bone Attachment nodes, crossfades, skins, IK, events, bone overrides - with a tutorial.
Animation editing Custom key curves (cubic Bezier), method events with arguments and the animation_event signal, onion skin - with tutorials.
Draw order Layers, Z index, Y-sort (top-down / isometric depth).
Navigation Path finding on tile maps, LDtk levels and Navigation Regions; agents that walk there (radius, avoidance, doors) - with tutorials.
Accessibility UI scale, colour-blind filters (and an editor preview), subtitles from dialogue and sound captions, screen shake scale; the Accessibility Menu template - with a tutorial.
Advanced camera Virtual cameras with priorities and blending, follow modes (group, path, dead zone, look-ahead), limits incl. the LDtk level the target is in, trauma shake - with tutorials.
Web export Export to the browser (a static folder for itch.io etc.), what works there, the prebuilt web runner and how the engine runs on WebAssembly.
Sprite atlases Tick Atlas on textures: export packs them into pages (fewer draw calls); how it works, what to leave out, helpers for engine code.
Import settings Per-asset settings next to the file: texture filter / wrap / mipmaps / slicing preset / QOI on export, audio gain and default bus - with tutorials.
Audio mixer Buses (fader, pan, mute / solo, effects, routing), the Mixer tab, Lua control - with tutorials.
Gamepads and local multiplayer Up to 4 players with their own controllers, hot-plug events, rumble (native per OS), button prompts that match the controller (Input.glyph), simulated pads for tests - with a co-op tutorial.
Input and rebinding Actions, player rebinding (listen, conflicts, saving), gamepad menus, the Controls Menu template.
Changing scenes Transitions, preloading, loading screens (background texture decoding) - with a loading screen tutorial.
Paths and followers Bézier paths edited in the viewport; followers for moving platforms, patrols, rails - with tutorials.
Pixel-perfect rendering Integer scaling, pixel snap, smooth sub-pixel camera - recipes for pixel art.
Object pooling Reuse bullets, effects, pickups: Pool.take, on_spawn / on_despawn, prewarm, caps - with a tutorial.
Crash reports What a crash writes (reason, stack, recent lines), where, the editor’s “report on GitHub”, and the Crash Lua module for games.
Visibility notifier On screen / off screen events; pause, disable or remove the parent off screen.