Before you begin
Requirements
Horizon Engine ships as a self-contained editor build. You only need a supported OS and a GPU with modern graphics-API support.
| Platform | Minimum | Graphics API |
|---|---|---|
| Windows 10 (22H2) / 11 (x64) | 16 GB RAM · dedicated GPU | DirectX 11/12 / Vulkan / OpenGL |
| macOS 13+ (Apple Silicon) | 16 GB unified memory | Metal / OpenGL 4.1 |
| Linux | On the roadmap | Vulkan / OpenGL |
Note: Full, up-to-date system requirements are published on the Horizon Engine page.
Step by step
Installation
-
Download a build
Grab the latest package for your platform from the download section on the engine page.
-
Unpack & run
On Windows, extract the
.zipand launchHorizonEditor.exe. On macOS, open the.dmgand drag the app intoApplications. -
Verify the install
Launch the editor — you should land in the Project Hub. If the window opens and renders, you're ready to go.
macOS Gatekeeper: the build is not yet notarized. Right-click the app and choose Open the first time to bypass the unidentified-developer warning.
Orientation
The Editor
The editor is organised around a few dockable panels. Knowing what each one does makes the rest of these docs easier to follow.
| Panel | Purpose |
|---|---|
| Scene | Interactive 3D view of the current scene. |
| World Outliner | Tree of every entity in the active scene. |
| Details | Components and properties of the selected entity. |
| Content Browser | Meshes, textures, materials and scripts in your project. |
Muscle memory
Controls & Shortcuts
The viewport camera is Unity-style — if you've used another editor before, your hands already know most of this.
| Input | Action |
|---|---|
RMB + drag |
Fly-look; hold and steer with WASDQE (Shift = faster) |
Alt + LMB |
Orbit around the pivot |
MMB drag |
Pan |
| Mouse wheel | Dolly in / out |
F |
Frame the selected entity |
W / E / R |
Gizmo mode: translate / rotate / scale |
| Shortcut | Action |
|---|---|
Ctrl/Cmd + N · Ctrl/Cmd + O |
New / open project |
Ctrl/Cmd + S · Ctrl/Cmd + Shift + S |
Save scene / save scene as |
Ctrl/Cmd + Z · Ctrl + Y |
Undo / redo |
Ctrl/Cmd + , |
Preferences |
F11 |
Toggle fullscreen |
Hands on
Your First Project
Let's create a project, drop in a lit object and press play. From the Project Hub, choose New Project. You'll pick a template (Empty, Game, Simulation or Tool — the Game template seeds folders plus a sky and weather) and a scripting language for the whole project: HorizonCode (visual), Lua, Python or C++. The language is fixed after creation — details in the Project Hub guide. For a first project, the Game template with HorizonCode or Lua is a good default. Pick a folder and open it.
1 · Create an entity
Right-click the World Outliner and choose
Create Entity. Entities start empty — select yours
and use Add Component in the Details panel
to give it a Mesh. Until you assign a mesh asset,
the engine renders a built-in cube — perfect for a first scene.
2 · Light the scene
Create a second entity and add a Light component.
In Details, switch its type to Directional
and rotate it until the cube catches some shading.
3 · Peek at the scene file
Scenes are plain, human-readable JSON saved as
.hescene. A trimmed-down scene with the cube and
the light looks like this — a light type of
0 means directional:
{
"version": "1.1",
"entities": [
{
"name": "Cube",
"components": {
"transform": { "position": [0, 0, 0] },
"mesh": { "castsShadow": true }
}
},
{
"name": "Sun",
"components": {
"light": { "type": 0, "intensity": 3.0 }
}
}
]
}
4 · Press play
Hit the Play button in the toolbar. The viewport switches to runtime mode and the scene begins simulating.
Tip: Use F to frame the selected
entity and the right mouse button to fly through the viewport.
Keep going