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  • Get Started
    • Features
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    • Supported Platforms
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    • Setup
      • Installing O3DE for Windows
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        • Building for Windows
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        • Creating Projects on Windows
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  • Release Notes
    • 26.05.0 Release Notes
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      • 23.10.0 Release Notes
      • 23.05.0 Release Notes
      • 22.10.0 Release Notes
        • Feature grid
      • 22.05.0 Release Notes
        • Feature grid
      • 2111.2 Release Notes
      • 2111.1 Release Notes
      • 2107.1 Release Notes
  • Tutorials & Examples
    • Tutorials
      • AI
        • 2D Navigation
      • Animation
        • Root Motion
      • Assets
        • Mesh Processing
        • Actor Processing
        • PhysX Assets
      • Entities and Prefabs
        • Entity and Prefab Basics
        • Override a Prefab
        • Spawn and Despawn
      • Environments
        • Create a Level
        • Understanding Frequency Separation
        • Create Terrain from Images
          • Create a Terrain-Ready Level
          • Create Terrain Assets
          • Create Terrain Shape
          • Texture the Terrain
          • Physicalize the Terrain
          • Experiment Further
      • Extend the Editor
        • Create a Custom Tool Gem in C++
        • Create a Custom Tool Gem in Python
      • Input and Movement
        • Grid-based Movement
      • Lumberyard to O3DE
        • Get the Starter Game project
        • Converting Materials
        • Converting Components
        • Converting Levels
        • Porting Terrains
      • Multiplayer
        • Your First Network Component
      • PhysX
        • Wind Forces
      • PostFX
        • Use PostFX Shape Weight Modifier
      • Remote Repositories
      • Rendering
        • Creating a StandardPBR Material
        • Custom Lighting
        • Material Types and Shaders
        • Vertex Deformation
    • Samples
      • Follow Along
        • Pong Game
        • Protect the moon
      • Templates
      • Prototypes
      • Benchmark
      • Feature Showcase
      • Advanced
      • Robotic
    • Made with O3DE
  • User Guide
    • Editor
      • Customizing Editor Layout
      • Entity Outliner
      • Entity Inspector
      • 3D Viewport
        • Reference Spaces
        • Group Selection
        • Advanced Operations
      • Asset Browser
      • Console
      • Customizing Console
      • Automating Editor
    • Project Configuration
      • Project Manager
      • Adding and Removing Gems
      • Registering Gems
      • Troubleshooting
      • O3DE CLI Reference
    • Build
      • Configure and Build
      • Project and Gem Templates
      • Script-Only 'Quick Start' Projects
      • Build Generated Source Files
      • Engine and Project Distribution
      • O3DE Packages
      • Troubleshooting
      • CMake Settings Reference
    • Action Manager
      • Fundamental Concepts
        • Actions
        • Menus
        • Toolbars
        • Hotkeys
        • Registration
        • Identifiers
        • Sort Keys
        • Visibility
    • Settings Registry
      • Command Line Arguments
      • Script API
      • Console Commands
      • Issue Console Commands
      • Output the Settings Registry
      • Developer Guide
      • API Examples
      • Gem loading and the Settings Registry
      • Settings Registry Chaining
    • Gems
      • Gem Reference
        • Achievements
        • Asset Validation
        • Atom Common Features
        • Atom Content
        • Atom O3DE Integration
        • Atom TressFX
        • Audio System
        • AWS Gems
          • AWS Core
            • Getting Started with AWS Gems
            • Configuring AWS Credentials
            • Deploying the AWS CDK Application
            • Resource Mapping Files
            • Resource Mapping Schema
            • Using the Resource Mapping Tool
            • Scripting
            • Metric Data Collection
          • AWS Client Auth
            • Setting Up Client Auth
            • Using Authentication Providers
            • Scripting Client Auth
            • Using the C++ API
          • AWS GameLift
            • Setup
            • Session Management
              • Session Management Integration
              • Session Management C++ API
              • Session Management Scripting
            • FlexMatch Support
              • FlexMatch Integration
              • FlexMatch C++ API
              • FlexMatch Scripting
            • Advanced Topics
            • Local Testing
            • Build Packaging for Windows
            • Build Packaging for Linux
            • Resource Management
          • AWS Metrics
            • Setting Up Metrics
            • Using the Deployed Resources
            • Scripting Metrics
            • Using the C++ API
            • Advanced Topics
            • Event Schema
        • Camera
        • Camera Framework
        • Certificate Manager
        • Crash Reporting
        • Custom Asset Example
        • Debug Draw
        • Dev Textures
        • Editor Python Bindings
        • EMotion FX Animation
        • Environment
          • Landscape Canvas
          • Surface Data
          • Vegetation
          • Terrain
        • Expression Evaluation
        • Fast Noise
        • Game State
        • Game State Samples
        • Gestures
        • Gradient Signal
        • Graph Canvas
        • Graph Model
        • HTTP Requestor
        • Human Worker
        • Immediate Mode GUI (ImGui)
        • In-App Purchases
        • Kythera AI
          • Setup
          • Navmesh Generation
          • Octree Generation
          • Character Movement APIs
          • Navigation Splines
          • The Inspector
          • BT Editor
          • BT Editor Nodes
        • Level Georeferencing
        • Local User
        • LyShine
        • LyShine Examples
        • Maestro Cinematics
        • Message Popup
        • Metastream
        • Microphone
        • MiniAudio
        • Multiplayer
        • Multiplayer Compression
        • NVIDIA Cloth
        • O3DE Core (LmbrCentral)
        • Open Particle System
        • OTTO Robots
        • PBR Reference Materials
        • PhysX
        • PhysX Debug
        • Prefab Builder
        • Presence
        • Primitive Assets
        • Python Asset Builder
        • Qt for Python
        • Recast Navigation
        • Remote Tools
        • RGL
        • ROS 2
        • ROS 2 Controllers
        • ROS 2 Robot Importer
        • ROS 2 Sensors
        • Save Data
        • Scene Logging Example
        • Scene Processing
        • Script Canvas
        • Script Canvas Developer
        • Script Canvas Physics
        • Script Canvas Testing
        • Script Events
        • Scripted Entity Tweener
        • Simulation Interfaces
        • Stars
        • Starting Point Camera
        • Starting Point Input
        • Starting Point Movement
        • Test Asset Builder
        • Texture Atlas
        • Tick Bus Order Viewer
        • Twitch
        • UI Basics
        • UR Robots
        • Video Playback Framework
        • Virtual Gamepad
        • White Box
        • Wwise Audio Engine
      • Core Gems
      • Gem Versioning and Compatibility
    • Components
      • Component Reference
        • Animation
          • Actor
          • Anim Graph
          • Attachment
          • Simple LOD Distance
          • Simple Motion
        • Atom
          • Bloom
          • Chromatic Aberration
          • CubeMap Capture
          • Debug Rendering
          • Decal
          • Deferred Fog
          • Depth of Field
          • Diffuse Global Illumination
          • Diffuse Probe Grid
          • Directional Light
          • Display Mapper
          • Entity Reference
          • Exposure Control
          • Global Skylight (IBL)
          • Grid
          • HDR Color Grading
          • HDRi Skybox
          • Light
          • Look Modification
          • Material
          • Mesh
          • Occlusion Culling Plane
          • Physical Sky
          • Post-processing Modifiers
          • PostFX Gradient Weight Modifier
          • PostFX Layer
          • PostFX Radius Weight Modifier
          • PostFX Shape Weight Modifier
          • Reflection Probe
          • Sky Atmosphere
          • SSAO
          • Stars
        • Audio
          • Audio Area Environment
          • Audio Environment
          • Audio Listener
          • Audio Preload
          • Audio Proxy
          • Audio RTPC
          • Audio Switch
          • Audio Trigger
          • MiniAudio Listener
          • MiniAudio Playback
          • Multi-Position Audio
        • Camera
          • Camera
          • Camera Rig
        • Editor
          • Comment
        • Gameplay
          • Fly Camera Input
          • Input
          • Input Component EBus Interface
          • Look-At
          • Simple State
          • Tag
        • Gradient Modifiers
          • Dither Gradient Modifier
          • Gradient Mixer
          • Gradient Transform Modifier
          • Invert Gradient Modifier
          • Levels Gradient Modifier
          • Posterize Gradient Modifier
          • Smooth-Step Gradient Modifier
          • Threshold Gradient Modifier
        • Gradients
          • Altitude Gradient
          • Constant Gradient
          • FastNoise Gradient
          • Gradient Baker
          • Image Gradient
          • Perlin Noise Gradient
          • Random Noise Gradient
          • Reference Gradient
          • Shape Falloff Gradient
          • Slope Gradient
          • Surface Mask Gradient
        • Multiplayer
          • Simple Network Player Spawner
        • Non-uniform Scale
          • Non-uniform Scale
        • NVIDIA PhysX
          • Cloth
          • PhysX Ball Joint
          • PhysX Character Controller
          • PhysX Character Gameplay
          • PhysX Dynamic Rigid Body
          • PhysX Fixed Joint
          • PhysX Force Region
          • PhysX Heightfield Collider
          • PhysX Hinge Joint
          • PhysX Mesh Collider
          • PhysX Primitive Collider
          • PhysX Prismatic Joint
          • PhysX Ragdoll
          • PhysX Shape Collider
          • PhysX Static Rigid Body
        • Paint Brush
        • ROS 2
          • Control
          • Core
            • ROS 2 Frame
            • ROS 2 System
          • Georeference Level Component
          • ROS 2
            • Class Segmentation Configuration
            • ROS 2 GNSS Sensor
            • ROS 2 Lidar Sensor
            • Sensor Configuration
        • Scripting
          • Lua Script
          • Script Canvas
        • Shape
          • Axis Aligned Box Shape
          • Box Shape
          • Capsule Shape
          • Compound Shape
          • Cylinder Shape
          • Disk Shape
          • Polygon Prism Shape
          • Quad Shape
          • Shape Reference
          • Sphere Shape
          • Spline
          • Tube Shape
          • Vertex Container
          • White Box
          • White Box Collider
        • Surface Data
          • Gradient Surface Tag Emitter
          • Mesh Surface Tag Emitter
          • PhysX Collider Surface Tag Emitter
          • Shape Surface Tag Emitter
        • Terrain
          • Terrain Detail Material
          • Terrain Layer Spawner
          • Terrain Macro Material
          • Terrain Physics Heightfield Collider
          • Terrain Surface Gradient List
          • Terrain Surface Materials List
          • Terrain Height Gradient List
          • Terrain World
          • Terrain World Debugger
          • Terrain World Renderer
        • Test
        • Transform
        • UI
          • UI Canvas Asset Ref
          • UI Canvas on Mesh
          • UI Canvas Proxy Ref
        • Vegetation
          • Vegetation Asset List
          • Vegetation Asset List Combiner
          • Vegetation Asset Weight Selector
          • Vegetation Layer Blender
          • Vegetation Layer Blocker
          • Vegetation Layer Blocker (Mesh)
          • Vegetation Layer Debugger
          • Vegetation Layer Spawner
          • Vegetation Area System
          • Vegetation Instance System
        • Vegetation Filters
          • Vegetation Altitude Filter
          • Vegetation Distance Between Filter
          • Vegetation Distribution Filter
          • Vegetation Shape Intersection Filter
          • Vegetation Slope Filter
          • Vegetation Surface Mask Depth Filter
          • Vegetation Surface Mask Filter
        • Vegetation Modifiers
          • Vegetation Position Modifier
          • Vegetation Rotation Modifier
          • Vegetation Scale Modifier
          • Vegetation Slope Alignment Modifier
    • Programming
      • Gem Development
        • Overview
        • Create an O3DE Gem
        • Code Gems
        • Gem Manifest File
      • Component Development
        • Overview
        • Creating a Component
        • Reflection Contexts
          • Reflecting a Component for Serialization and Editing
          • Serialization Context
            • Versioning Serialized Data
          • Edit Context
          • Behavior Context
        • Defining and Using Component Services
        • Editor Components
        • System Components
        • Components and EBuses
        • Tick Bus and Components
        • Exposing Custom Components to Track View for Animation
        • Components and EBuses: Best Practices
        • Entity Activation System
      • AzAutoGen Source Generator
      • Event Messaging
        • Overview
        • EBus
        • EBus In Depth
        • AZ::Interface
        • AZ::Event
      • Memory management
        • HPHA Memory Debugging
        • Using Memory Allocators in O3DE
      • Metrics API
        • Google Trace Event Format
      • System libraries
        • Adding a library
        • Math library
      • Debugging
        • Crash Reporting
        • CVAR Asserts
        • Tracing
      • AZ::Console
      • Memory Management
      • Raw File Access in O3DE
      • Serialization
        • Register Objects
        • JSON Object Serialization System
        • Serialize and Deserialize
        • JSON Serialization of O3DE Data Types
      • The AZ Bootstrapping Process
    • Assets
      • Asset Pipeline
        • Asset Processing
        • Source Assets
        • Scan Directories
        • Asset Builders
        • Product Assets
        • Asset Dependencies and Identifiers
        • Asset Cache
        • Intermediate Assets
        • Moving/Renaming Assets
      • Scene Pipeline
        • Procedural Prefab
        • Scene API
        • Scene Builder
        • Scene Graph
        • Scene Manifest
        • User Defined Properties
      • Asset Processor
        • Interface
        • Batch
        • Configuration
        • Faster Scanning
        • Skip Startup Scan
        • Debugging
        • Move or Delete Assets
        • Asset Cache Server Mode
        • Settings
        • Asset Database
      • Scene Source Assets
        • Scene Format Support
        • Best Practices
        • Scene Settings
        • Meshes Tab
        • Actors Tab
        • Motions Tab
        • PhysX Tab
      • Texture Settings
        • Texture Assets
        • User Interface
        • Texture Presets
      • Asset Types
      • Custom Asset Types
        • Generic Assets
        • Python Asset Builder
          • Bootstrap
          • Descriptor
          • CreateJobs
          • ProcessJob
      • Runtime Asset System
    • Interactivity and simulation
      • Audio
        • Audio System Overview
        • Audio Components
        • Audio Translation Layer
        • ATL Default Controls
        • Audio Controls Editor
          • ATL Controls Pane
          • Inspector Pane
          • Audio Engine Middleware Controls Pane
        • Audio Console Variables
        • Advanced Topics
          • Getting Sound Duration at Runtime
          • Setting the Panning Mode
      • Input
        • Using Player Input
      • Navigation and Pathfinding
        • Using Recast Navigation
      • Physics
        • NVIDIA PhysX
          • PhysX Configuration
            • Global Configuration
            • Collision Layers
            • Collision Groups
            • Create Layers and Groups in Code
            • Debugger Configuration
            • PhysX Worlds
          • Physics materials
          • PhysX Scene Queries
          • PhysX Simulated Bodies
          • Dynamic joints with PhysX
          • PhysX Best Practices
        • NVIDIA Cloth
          • Cloth for Mesh components
          • Cloth for Actor components
          • Per vertex properties for cloth
          • Cloth simulation constraints
          • NVIDIA Cloth Debugging
        • Debugging PhysX
      • Prefabs
      • Robotics
        • Overview
        • Project Configuration
        • Concepts and Structure
        • Creating a Robotic Simulation
        • Deploying Simulation
        • Registry Settings for Robotics Gems
        • Simulation Time for ROS2 Gem
        • Vehicle Dynamics
        • Joints Manipulation
        • Grippers
        • Georeference
        • Importing robots
        • Importing robot
          • Importing Turtlebot 4
          • SDFormat plugins
          • SDFormat sensors
        • SimulationInterfaces
        • Troubleshooting
      • User Interface
        • UI Editor
          • UI Editor Toolbar
          • Rulers and Guides
          • Asset Drag and Drop
          • Sprite Editor
            • Sliced Image Type
            • Sprite Sheets
        • UI Canvases
          • Navigating the Viewport
          • Changing Canvas Size
          • Previewing Canvases
            • Setting Canvas Size in Preview
            • Previewing Canvas Behavior
          • Configuring Canvas Properties
          • Placing UI Canvases in the 3D World
          • Texture Atlases
            • Creating a texture atlas
            • Adding Texture Atlases to Canvas
            • Using Texture Atlases to Reduce UI Draw Calls
          • Debugging UI Canvases
          • Loading UI Canvases
          • Accessing UI Elements at Runtime
        • Creating Load Screens
        • UI Slices
          • Creating a UI Slice
          • Instantiating a UI Slice
          • Cascaded UI Slices
          • Detached UI Slices
          • Modifying UI Slices
          • Editing UI Slices
          • Flagging Dynamic Slices
        • UI Elements
          • Configuring Anchors and Offsets
          • Scaling to Device Resolutions
          • Searching for UI Elements
        • UI Components
          • Working with UI Components
          • UI Transform2D
          • Visual Components
            • UI Image
            • UI Particle Emitter
            • UI Text
          • Interactive Components
            • Interactive Component Properties
              • Input Enabled
              • Multi-Touch Input Enabled
              • States
              • Navigation
                • First Focus Element
                • Interactive Element Controls
              • Auto Activate
              • Actions
            • UI Button
            • UI Checkbox
            • UI Radio Button
            • UI Radio Button Group
            • UI Slider
            • UI Text Input
            • UI Scroll Bar
            • UI Scroll Box
            • UI Dynamic Scroll Box
            • UI Draggable
            • UI Drop Target
            • UI Dropdown
            • UI Dropdown Option
            • UI Hierarchy Interactivity Toggle
          • Layout Components
            • UI Layout Column
            • UI Layout Row
            • UI Layout Grid
            • UI Layout Cell
            • UI Layout Fitter
            • UI Dynamic Layout
            • Nesting Layout Components
          • Tooltip Components
          • UI Fader
          • UI Flipbook Animation
          • UI Mask
          • UI Spawner
        • Implementing New Fonts
          • Adding New Fonts
          • Creating Font Families
          • Configuring Font Rendering Quality
          • Configuring Font Properties
        • Animating the UI
          • Scripted Tweener Entity System
            • Tweener Concepts
              • Easing Types
            • Tweener-supported Components
            • Tweeners in Lua
            • Tweener Parameters
            • Tweener Timeline
          • UI Animation Editor
            • Recording Animation Data
            • Playing Animation Sequences
            • Editing Animation Data
              • Node Pane
              • Track Editor
              • Curve Editor
    • Scripting
      • Script Canvas
        • Get Started
          • Editor Interface
          • Concepts and Terms
        • Editor Reference
          • Editor Shortcuts
          • Nodes
            • Adding and Connecting Nodes
            • Disconnecting Nodes
            • Finding Nodes
            • Selecting Nodes
            • Deleting Nodes
            • Organizing Nodes
              • Aligning Nodes
              • Adding Comments
              • Grouping Nodes
              • Creating Comment and Group Presets
              • Adding Bookmarks
            • Referencing Entities
          • Variables
            • Arrays
            • Maps
            • Variable References
          • Functions
          • Node Text Replacement
          • Interpreter
        • Creating New Nodes
        • Programmer Guide
          • Creating Nodes from the Behavior Context
          • Creating Custom Nodes
            • Custom Nodeable Nodes
            • Custom Free Function Nodes
            • Node Definition Reference
            • Dynamic Data Slots
          • Execution Classes
        • Best Practices
        • Debugging
      • Lua
        • Adding Lua Scripts
        • Lua Script Structure
        • Lua Editor
        • Math Library
        • Properties Table
        • Using EBuses in Lua
        • Lua Environment
        • Debugging Lua Scripts
        • Debugging with Lua Editor
      • Script Events
        • Creating Script Events
        • Using Script Events in Script Canvas
        • Using Script Events in Lua
        • Best Practices
    • Networking
      • AzNetworking
        • Packet Structure
        • Auto-packets
        • UDP Encryption
        • Serializers
      • Multiplayer
        • Overview
        • Project Configuration
        • Running Multiplayer Projects
        • Auto-components
        • Separating Client and Server
        • Testing in Editor
        • Network Entity Hierarchies
        • Spawning Players
        • Debugging Multiplayer Desyncs
        • Version Mismatch
      • Network and Multiplayer Settings
    • Visualization
      • Animation
        • Animation editor
          • Actions
          • Advanced_RinLocomotion Sample
          • Anim Graph Interface
          • Animation Editor Nodes
          • Animation Editor User Interface
          • Blend N Node
          • Blend Two (Legacy) Node
          • Blend Two Additive Node
          • Blend Two Node
          • Blending Poses with Blend Nodes
          • Controller Nodes
          • Creating and Visualizing Blend Spaces
          • Creating Blend Trees
          • Creating Simulated Objects
          • Customizing EMotionFX Objects
          • Customizing State Machine Routing with Sparse Motion Sets
          • Getting Started with the Animation Editor
          • Motion Sets Interface
          • Motions Interface
          • Pose Subtract Node
          • Ragdoll
            • Setting up a Ragdoll
            • Adding a Ragdoll to an Animation Graph
            • Simulating a Ragdoll in the Editor
          • Retargeting Motions
          • Simple_JackLocomotion Sample
          • Simplify Node Groups with Hub Nodes
          • Using Math Nodes
          • Using Morph Targets to Deform Characters
          • Using Tags with Animation Graphs
        • Character editor
          • Add Cloth Colliders to actors
          • Animation Editor Components
          • Animation Editor Concepts and Terms
          • Animation Editor File Types
          • Creating Custom Motion Events and Parameters Using C++
          • Creating EventData Types
          • Creating Motion Events
          • MotionEvent Public Member Functions
          • Synchronizing Animation Graphs: Example
        • Actor LODs
        • Referencing External Anim Graphs
        • Setting Up a Simulated Object
        • Setting Up Actor Entities
        • Setting Up Simulated Object Colliders
        • Setting Up the Simulated Object Anim Graph Node
        • Using Debug Mode to Refine the Simulation
        • Using Multiple Skin Attachments
        • Using Parameters to Adjust the Animation During Runtime
      • Cinematics
        • Adding a Camera
        • Adding a Director (Scene) Node
        • Adding and Removing Animation Keys on Tracks
        • Adding Component Entities
        • Adding Lighting
        • Animating Characters in Scenes
        • Animating Depth of Field
        • Capturing Image Frames
        • Controlling the Playhead
        • Debugging Cinematic Scenes with Console Variables
        • Moving a Component Entity in a Sequence
        • Moving an Entity in a Scene
        • Populating a Scene
        • Positioning a Camera
        • Setting Sequence Properties
        • Track View Editor Nodes
        • Using Record Mode
        • Using the Track View Editor
          • Adding a Depth of Field Node
          • Color Correction Node
          • Comment Node
          • Component Entities and Component Nodes
          • Console Variable Node
          • Director (Scene) Node
          • Environment Node
          • Event Node
          • Full Screen Effect Nodes
          • Material Node
          • Radial Blur Node
          • Screen Fader Node
          • Shadows Setup Node
          • Track View Editor Toolbars
          • Using Animation Curves
      • Environments
        • Terrain
          • Terrain Developer Guide
            • Introduction
            • Architecture
            • Using the Terrain System
            • Extending the Terrain System
            • Future Work
            • Glossary
        • Vegetation
          • Concepts
          • Procedures
            • Layers
            • Adding Modifiers
            • Expanding Coverage
            • Reusing Vegetation
            • Using Gradients
            • Noise-Based Random Selection
            • Weight-Based Random Selection
            • Blockers
      • Particles
        • Particle Component
        • Particle Editor
          • Particle Editor Distribution Properties
          • Particle Editor Gradient Editor
          • Particle Editor Module Color
          • Particle Editor Module Emitter
          • Particle Editor Module Event
          • Particle Editor Module Force
          • Particle Editor Module Light
          • Particle Editor Module Particles
          • Particle Editor Module Renderer
          • Particle Editor Module Shape
          • Particle Editor Module Size
          • Particle Editor Module Spawn
          • Particle Editor Module Sub UV
          • Particle Editor Module Velocity
      • Rendering
    • Profiling
      • CPU Profiling
    • Optimization
      • Quality System
    • Testing
      • Getting Started
      • Best Practices
      • AzTest
        • Using AzTest
      • LyTestTools
        • Getting Started with LyTestTools
      • Parallel Tests
    • Platforms
      • Windows 10
      • Android
        • Generating Android Project
      • Linux
    • Packaging and Release
      • Windows Release Build
      • Content Patch Package
      • Asset Bundler
        • What is the Open 3D Engine Asset Bundler?
        • Bundling Project Assets for Release
        • Resolving Missing Assets
        • Verifying Bundles
          • Using the Asset Validation Gem to Verify Seeds
          • Using Bundle Mode to Test Bundles
        • Using the File Tagging System to Include or Exclude Assets
        • Asset List Comparison Operations
        • Default dependencies for O3DE projects
        • Concepts and Terms
        • CLI Reference
      • Troubleshooting
      • Project Export
        • Project Export for Windows and Linux
        • Project Export for Android
        • Project Export for iOS
        • Manual export O3DE Atom Sampleviewer for iOS
    • Remote Content
      • Using O3DE Remote Repositories
      • Create an O3DE remote repository
      • Update an O3DE remote repository
      • Remote Repository Overview
      • Repo.json Reference
    • Appendix
      • Glossary
      • Console variables (CVARs)
      • Log Files
  • Atom Renderer
    • Overview
    • Look Development
      • Shading
        • Shader File Specification
      • Color Management
      • Materials
        • System Overview
        • PBR Materials
        • Material File Specification
        • Material Type File Specification
      • Tools
        • Atom Tools Common Features
        • Atom Tools Viewport
        • Material Canvas
        • Material Editor
    • Developer Guide
      • Frame Rendering
      • Render Pipelines
      • Render Pipeline Interface
        • Overview
        • RPI System
        • Working with the Scene and Render Pipeline
      • Passes
        • Pass System Overview
        • PassTemplate File Specification
        • Authoring Passes
      • Material System
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  2. O3DE Documentation

O3DE Documentation

Contribute

Want to contribute to O3DE? This guide will get you started with code and documentation contributions.

Get Started

New to O3DE? Get started with an overview, installation and setup information, and a quick tour of O3DE.

Release Notes

Learn about the new features, updates, and bug fixes in the current release of Open 3D Engine.

Tutorials & Examples

Learn O3DE with the help of guided tutorials, samples, and recipes.

User Guide

Explore the features of O3DE, understand how they work, and learn how to use them in your project.

Atom Renderer

Learn about the Atom Renderer, a modular, multi-threaded, physically based renderer through features, tutorials, and API reference.

Tools UI Developer’s Guide

Looking to build your own O3DE component? Read up on the UI style and implementation.

Engine Developer Guide

Learn about the inner workings of O3DE architecture, frameworks, and Gems to perform custom modifications to O3DE and contribute back to source code.

DawnEngine 破晓引擎

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DawnEngine is a commercial 3D engine distributed under the DawnEngine end-user license agreement. Engine binaries and source are proprietary and are not covered by the licenses below.

Documentation only: the prose and templates on this site are a derivative work of Open 3D Engine (O3DE) documentation by the O3DE Contributors, used under CC BY 4.0 (documentation content), Apache 2.0 (site code), and the MIT license (inline code samples).

The open-source 3D engine that DawnEngine is built on top of is Open 3D Engine. DawnEngine is not affiliated with, endorsed by, or sponsored by The Linux Foundation or the O3DE project. “O3DE” and “Open 3D Engine” are trademarks of The Linux Foundation.