Getting Started

First Steps

Install the engine, create a project and render your first scene.

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

  1. Download a build

    Grab the latest package for your platform from the download section on the engine page.

  2. Unpack & run

    On Windows, extract the .zip and launch HorizonEditor.exe. On macOS, open the .dmg and drag the app into Applications.

  3. 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:

scene.hescene
{
  "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

Next Steps