├── .github └── PULL_REQUEST_TEMPLATE.md ├── LICENSE ├── LICENSE-SAMPLECODE ├── LICENSE-SUMMARY ├── README.md └── doc_source ├── adding-component-mode.md ├── adding-removing-animation-keys-on-tracks.md ├── adding-shortcuts-for-component-mode.md ├── additional-tips-for-component-mode.md ├── android-build-deploy.md ├── android-configure-project.md ├── android-deploy-release.md ├── android-intro.md ├── android-reference.md ├── android-setting-up-environment.md ├── animation-editor-actions.md ├── animation-editor-animation-graph-user-interface.md ├── animation-editor-blend-spaces.md ├── animation-editor-blending-blend-n.md ├── animation-editor-blending-blendtwo.md ├── animation-editor-blending-blendtwoadditive.md ├── animation-editor-blending-blendtwolegacy.md ├── animation-editor-blending-poses.md ├── animation-editor-blending-posesubtract.md ├── animation-editor-controller-nodes.md ├── animation-editor-creating-and-simulating-physx-ragdoll.md ├── animation-editor-creating-blend-trees.md ├── animation-editor-creating-simulated-objects.md ├── animation-editor-customizing-emotionfx-objects.md ├── animation-editor-customizing-state-machines-with-sparse-motion-sets.md ├── animation-editor-jack-locomotion-sample.md ├── animation-editor-math-nodes.md ├── animation-editor-motion-set-user-interface.md ├── animation-editor-motions-user-interface.md ├── animation-editor-node.md ├── animation-editor-quick-start.md ├── animation-editor-retargeting-animations.md ├── animation-editor-rin-locomotion-sample.md ├── animation-editor-user-interface.md ├── animation-editor-using-hub-nodes-to-simplify-groups.md ├── animation-editor-using-morph-targets-to-deform-characters.md ├── animation-editor-using-tags.md ├── animation-intro.md ├── apply-effect-group-at-position-node.md ├── asset-browser-intro.md ├── asset-builder-custom.md ├── asset-bundler-asset-validation-gem.md ├── asset-bundler-assets-resolving.md ├── asset-bundler-assets-verifying.md ├── asset-bundler-bundle-mode.md ├── asset-bundler-command-line-reference.md ├── asset-bundler-concepts.md ├── asset-bundler-default-dependencies.md ├── asset-bundler-file-tagging.md ├── asset-bundler-intro.md ├── asset-bundler-list-operations.md ├── asset-bundler-migrating.md ├── asset-bundler-missing-dependency-scanner.md ├── asset-bundler-overview.md ├── asset-bundler-tutorial-content-patches.md ├── asset-bundler-tutorial-multiple-bundles.md ├── asset-bundler-tutorial-release.md ├── asset-memory-analyzer-gem.md ├── asset-pipeline-asset-system-programming.md ├── asset-pipeline-asset-type-adding.md ├── asset-pipeline-configuring-image-processing.md ├── asset-pipeline-configuring.md ├── asset-pipeline-creating-image-processing-presets.md ├── asset-pipeline-developers.md ├── asset-pipeline-game-sequence.md ├── asset-pipeline-generating-mipmaps.md ├── asset-pipeline-images-using-resourcecompiler-image-tool.md ├── asset-pipeline-importing.md ├── asset-pipeline-intro.md ├── asset-pipeline-job-dependency-reference.md ├── asset-pipeline-live-reloading.md ├── asset-pipeline-processor-ui.md ├── asset-pipeline-processor.md ├── asset-pipeline-rc.md ├── asset-pipeline-shader-compilation.md ├── asset-pipeline-shader-compiler.md ├── asset-pipeline-using-image-naming-conventions.md ├── asset-processor-debugging.md ├── asset-processor-faster-scanning.md ├── assets-intro.md ├── audio-architecture.md ├── audio-atl-editor-atl-controls.md ├── audio-atl-editor-inspector.md ├── audio-atl-editor-middleware.md ├── audio-atl-editor.md ├── audio-components.md ├── audio-console-commands.md ├── audio-default-controls.md ├── audio-intro.md ├── audio-translation-layer.md ├── audio-wwise-advanced-version-configuration.md ├── audio-wwise-connecting-editor-game.md ├── audio-wwise-ltx-full-comparison.md ├── audio-wwise-project-setting-up.md ├── audio-wwise-upgrade.md ├── audio-wwise-using.md ├── audio-wwise.md ├── az-cod-gen-template-driver-debugging.md ├── az-code-gen-custom-annotations.md ├── az-code-gen-intermediate-json-data-format.md ├── az-code-gen-intro.md ├── az-code-gen-parameters.md ├── az-code-gen-pycharm.md ├── az-code-gen-template-drivers.md ├── az-code-gen-templates.md ├── az-code-gen-utility-debugging.md ├── az-code-gen-waf-debugging.md ├── az-code-gen-waf-integration.md ├── az-console.md ├── az-event.md ├── az-interface.md ├── az-module-bootstrap.md ├── az-module-create-non-gem.md ├── az-module-gems.md ├── az-module-parts.md ├── az-module-system-components.md ├── az-module-system-entities-configuring.md ├── az-modules-intro.md ├── best-practices-for-component-data-serialization.md ├── best-practices-for-working-with-meshes-for-animations.md ├── building-component-mode.md ├── camera-space.md ├── char-animation-editor-components.md ├── char-animation-editor-concepts-and-terms.md ├── char-animation-editor-custom-events-parameters-creating-eventdata-types.md ├── char-animation-editor-custom-events-parameters-creating-motion-events.md ├── char-animation-editor-custom-events-parameters-motionevent-public-member-functions.md ├── char-animation-editor-custom-events-parameters.md ├── char-animation-editor-file-types.md ├── char-animation-editor-sync-graph.md ├── char-fbx-importer-create-skinned-meshes-best-practices.md ├── char-fbx-importer-export-actors-motons.md ├── char-fbx-importer-export-skinned-meshes-troubleshooting.md ├── char-fbx-importer-motion-additive.md ├── char-intro.md ├── char_animation_add_cloth_colliders.md ├── chatplay-intro.md ├── chatplay-using-twitch-chat-gem.md ├── cinematics-adding-a-director-scene-node.md ├── cinematics-adding-component-entities.md ├── cinematics-adding-lighting-to-scenes.md ├── cinematics-animation-char-move.md ├── cinematics-animation-intro.md ├── cinematics-cameras-focus.md ├── cinematics-cameras-intro.md ├── cinematics-cameras-positioning-blending.md ├── cinematics-controlling-the-playhead.md ├── cinematics-debugging.md ├── cinematics-image-capture.md ├── cinematics-intro.md ├── cinematics-moving-a-component-entity.md ├── cinematics-populating-a-scene.md ├── cinematics-sequence-props.md ├── cinematics-track-view-editor-animation-curves.md ├── cinematics-track-view-editor-toolbars.md ├── cinematics-track-view-editor.md ├── cinematics-track-view-nodes-blur.md ├── cinematics-track-view-nodes-color-correction.md ├── cinematics-track-view-nodes-comment.md ├── cinematics-track-view-nodes-component-entity.md ├── cinematics-track-view-nodes-cvar.md ├── cinematics-track-view-nodes-director.md ├── cinematics-track-view-nodes-dof.md ├── cinematics-track-view-nodes-environment.md ├── cinematics-track-view-nodes-event.md ├── cinematics-track-view-nodes-full-screen-intro.md ├── cinematics-track-view-nodes-material.md ├── cinematics-track-view-nodes-screen-fader.md ├── cinematics-track-view-nodes-shadows.md ├── cinematics-trackview-nodes.md ├── cinematics-using-record-mode.md ├── cloud-canvas-administering-intro.md ├── cloud-canvas-administration-aws-resource-cleanup.md ├── cloud-canvas-built-in-roles-and-policies.md ├── cloud-canvas-cgf-adding-aws-resources-adding-support-for-new-aws-and-custom-types.md ├── cloud-canvas-cgf-adding-aws-resources-resource-type-specification.md ├── cloud-canvas-cgf-adding-aws-resources-versioning.md ├── cloud-canvas-cgf-adding-aws-resources.md ├── cloud-canvas-cgf-aws-api-jobs.md ├── cloud-canvas-cgf-aws-behavior-context-reflections.md ├── cloud-canvas-cgf-cgp-dev-gs.md ├── cloud-canvas-cgf-getting-started-create-gem.md ├── cloud-canvas-cgf-getting-started.md ├── cloud-canvas-cgf-http-requests.md ├── cloud-canvas-cgf-lambda-languages.md ├── cloud-canvas-cgf-rm-versioning.md ├── cloud-canvas-cgf-service-api-calling-apis.md ├── cloud-canvas-cgf-service-api-cgf-extension-object.md ├── cloud-canvas-cgf-service-api-cross-gem-communication.md ├── cloud-canvas-cgf-service-api-game-clients.md ├── cloud-canvas-cgf-service-api-generated-game-client-code-example.md ├── cloud-canvas-cgf-service-api-operations.md ├── cloud-canvas-cgf-service-api-publishing-api-gateway.md ├── cloud-canvas-cgf-service-api-resources.md ├── cloud-canvas-cgf-service-api-security.md ├── cloud-canvas-cgf-service-api.md ├── cloud-canvas-cgf-shared-code.md ├── cloud-canvas-cgf-updating-projects-gems.md ├── cloud-canvas-cloud-gem-aws-http-get-sc.md ├── cloud-canvas-cloud-gem-aws-lambda-sc-adding.md ├── cloud-canvas-cloud-gem-aws-lambda-sc.md ├── cloud-canvas-cloud-gem-aws-s3-download-sc.md ├── cloud-canvas-cloud-gem-aws-s3-presign-sc.md ├── cloud-canvas-cloud-gem-aws-s3-upload-sc.md ├── cloud-canvas-cloud-gem-aws-script-behavior-intro.md ├── cloud-canvas-cloud-gem-aws-url-decode-sc.md ├── cloud-canvas-cloud-gem-compute-farm.md ├── cloud-canvas-cloud-gem-dc-engineering.md ├── cloud-canvas-cloud-gem-dc-lmbr-aws.md ├── cloud-canvas-cloud-gem-dc-manager.md ├── cloud-canvas-cloud-gem-dc-managing-packages.md ├── cloud-canvas-cloud-gem-dc-testing.md ├── cloud-canvas-cloud-gem-dc-updating.md ├── cloud-canvas-cloud-gem-defect-reporter-intro.md ├── cloud-canvas-cloud-gem-framework-ccrm-hooks.md ├── cloud-canvas-cloud-gem-framework-intro.md ├── cloud-canvas-cloud-gem-in-game-survey.md ├── cloud-canvas-cloud-gem-leaderboard.md ├── cloud-canvas-cloud-gem-message-of-the-day.md ├── cloud-canvas-cloud-gem-player-account-building-menus.md ├── cloud-canvas-cloud-gem-player-account-details.md ├── cloud-canvas-cloud-gem-player-account-integrating-existing-project.md ├── cloud-canvas-cloud-gem-player-account-sample-level.md ├── cloud-canvas-cloud-gem-player-account-storing-player-data.md ├── cloud-canvas-cloud-gem-player-account-testing.md ├── cloud-canvas-cloud-gem-player-account.md ├── cloud-canvas-cloud-gem-speech-recognition-intro.md ├── cloud-canvas-cloud-gem-text-to-speech-intro.md ├── cloud-canvas-cloud-gem-web-communicator-cgp.md ├── cloud-canvas-cloud-gem-web-communicator-creating.md ├── cloud-canvas-cloud-gem-web-communicator-policies.md ├── cloud-canvas-cloud-gem-web-communicator-sample-level.md ├── cloud-canvas-cloud-gem-web-communicator-service-api.md ├── cloud-canvas-cloud-gem-web-communicator.md ├── cloud-canvas-cloud-gems-intro.md ├── cloud-canvas-command-line-cgf.md ├── cloud-canvas-command-line-revision.md ├── cloud-canvas-command-line.md ├── cloud-canvas-custom-resources.md ├── cloud-canvas-game-play-design-guide-intro.md ├── cloud-canvas-gpg-rm.md ├── cloud-canvas-how-to-delete-deployments.md ├── cloud-canvas-intro.md ├── cloud-canvas-metrics-gem.md ├── cloud-canvas-overview-cloud-gems.md ├── cloud-canvas-overview-pricing.md ├── cloud-canvas-overview.md ├── cloud-canvas-protected-deployments.md ├── cloud-canvas-resource-definitions.md ├── cloud-canvas-resource-deployments.md ├── cloud-canvas-resource-group-parameters.md ├── cloud-canvas-resource-manager-in-depth.md ├── cloud-canvas-resource-mappings.md ├── cloud-canvas-rm-security-lmbr-aws.md ├── cloud-canvas-rm-security-player-identity.md ├── cloud-canvas-rm-security.md ├── cloud-canvas-rm-setup.md ├── cloud-canvas-setting-access-permissions.md ├── cloud-canvas-setup-custom-domain-name.md ├── cloud-canvas-soft-eng-intro.md ├── cloud-canvas-testing-different-mappings.md ├── cloud-canvas-tutorial-inspect.md ├── cloud-canvas-tutorial-team-admin.md ├── cloud-canvas-tutorial.md ├── cloud-canvas-ui-credentials-manager.md ├── cloud-canvas-ui-intro.md ├── cloud-canvas-ui-rm-deployments.md ├── cloud-canvas-ui-rm-initialize.md ├── cloud-canvas-ui-rm-json-file-nodes.md ├── cloud-canvas-ui-rm-overview.md ├── cloud-canvas-ui-rm-progress-log.md ├── cloud-canvas-ui-rm-project-stack.md ├── cloud-canvas-ui-rm-resource-groups.md ├── cloud-canvas-ui-rm-resource-importer.md ├── cloud-canvas-ui-rm-resource-status-descriptions.md ├── cloud-canvas-ui-rm-text-editing.md ├── cloud-canvas-ui-select-deployment.md ├── component-actor-component-entity-setup.md ├── component-actor-multiple-skin.md ├── component-actor.md ├── component-animgraph-netsync.md ├── component-animgraph.md ├── component-area-light.md ├── component-attachment.md ├── component-audio-area-environment.md ├── component-audio-environment.md ├── component-audio-listener.md ├── component-audio-preload.md ├── component-audio-proxy.md ├── component-audio-rtpc.md ├── component-audio-switch.md ├── component-audio-trigger.md ├── component-behavior-tree.md ├── component-blast-family-mesh-data.md ├── component-blast-family.md ├── component-camera-rig.md ├── component-camera.md ├── component-cloth.md ├── component-comment.md ├── component-components.md ├── component-decal.md ├── component-entity-data-converter.md ├── component-entity-inspector-customize-icon.md ├── component-entity-inspector-pin.md ├── component-entity-inspector-status.md ├── component-entity-inspector.md ├── component-entity-outliner-entities.md ├── component-entity-outliner-layers.md ├── component-entity-outliner.md ├── component-entity-system-behavior-context-in-depth.md ├── component-entity-system-create-component.md ├── component-entity-system-gameplay-bus.md ├── component-entity-system-pg-components-and-ebuses.md ├── component-entity-system-pg-components-ebuses-best-practices.md ├── component-entity-system-pg-components-ebuses-questions-and-answers.md ├── component-entity-system-pg-creating-system-components.md ├── component-entity-system-pg-defining-using-component-services.md ├── component-entity-system-pg-editor-components.md ├── component-entity-system-pg-gems-code.md ├── component-entity-system-pg-intro.md ├── component-entity-system-pg-registering-your-component.md ├── component-entity-system-pg-tick-bus.md ├── component-entity-system-reflect-component.md ├── component-entity-system-reflection-behavior-context.md ├── component-entity-system-reflection-edit-context.md ├── component-entity-system-reflection-intro.md ├── component-entity-system-reflection-serialization-context.md ├── component-entity-system-track-view.md ├── component-entity-system-versioning.md ├── component-environment-probe.md ├── component-fog-volume.md ├── component-geom-cache.md ├── component-gradient-modifiers-dither.md ├── component-gradient-modifiers-invert.md ├── component-gradient-modifiers-levels.md ├── component-gradient-modifiers-mixer.md ├── component-gradient-modifiers-posterize.md ├── component-gradient-modifiers-smooth-step.md ├── component-gradient-modifiers-threshold.md ├── component-gradient-modifiers-transform.md ├── component-gradients-altitude.md ├── component-gradients-constant.md ├── component-gradients-fastnoise.md ├── component-gradients-image.md ├── component-gradients-perlin-noise.md ├── component-gradients-random-noise.md ├── component-gradients-reference.md ├── component-gradients-shape-falloff.md ├── component-gradients-slope.md ├── component-gradients-surface-mask.md ├── component-high-quality-shadow.md ├── component-infinite-ocean.md ├── component-inheriting-slice.md ├── component-input-event-bus-interface.md ├── component-input.md ├── component-instantiating-slice.md ├── component-intro.md ├── component-legacy-terrain-api.md ├── component-legacy-terrain.md ├── component-lens-flare.md ├── component-lightning-arc.md ├── component-lightning.md ├── component-lua-script.md ├── component-manipulators-using.md ├── component-nav-area.md ├── component-nav-seed.md ├── component-navigation.md ├── component-network-binding.md ├── component-occluder-area.md ├── component-particle.md ├── component-physx-ball-joint.md ├── component-physx-character-controller.md ├── component-physx-collider.md ├── component-physx-fixed-joint.md ├── component-physx-force-region.md ├── component-physx-hinge-joint.md ├── component-physx-ragdoll.md ├── component-physx-rigid-body-physics.md ├── component-physx-shape-collider.md ├── component-physx-terrain.md ├── component-point-light.md ├── component-polygon-prism.md ├── component-portal.md ├── component-projector-light.md ├── component-rain.md ├── component-random-timed-spawner.md ├── component-render-to-texture.md ├── component-river-riverrequestbus-interface-ebus.md ├── component-river.md ├── component-road.md ├── component-script-canvas.md ├── component-shapes.md ├── component-simple-motion.md ├── component-simple-state.md ├── component-sky-cloud.md ├── component-sky-highlight.md ├── component-slice-detaching.md ├── component-slice-favorites.md ├── component-slice-override.md ├── component-slice-push-changes.md ├── component-slice-reloading.md ├── component-slice-upgrade-process.md ├── component-slices-creating.md ├── component-slices.md ├── component-snow.md ├── component-spawner.md ├── component-spline.md ├── component-static-mesh.md ├── component-tag.md ├── component-transform.md ├── component-triggerarea.md ├── component-tube-shape.md ├── component-ui-canvas-asset-ref.md ├── component-ui-canvas-on-mesh.md ├── component-ui-canvas-proxy-ref.md ├── component-vegetation-layer-spawner.md ├── component-vertex-container.md ├── component-videoplayback-bink.md ├── component-videoplayback.md ├── component-vis-area.md ├── component-vrpreview-component.md ├── component-water-volume.md ├── component-white-box-collider.md ├── component-white-box.md ├── component-working-adding.md ├── component-working.md ├── configurator-advanced.md ├── configurator-debugging.md ├── configurator-how-it-works.md ├── configurator-intro.md ├── configurator-projects.md ├── console-intro.md ├── cpp-best-practices-lumberyard-memory-management.md ├── cpp-best-practices-lumberyard-tracing.md ├── cpp-best-practices-lumberyard-use-azcore-standard-containers.md ├── cpp-best-practices-lumberyard.md ├── create-cinematics-with-simple-motion-animations-in-track-view-editor.md ├── creating-a-color-chart-for-lumberyard.md ├── creating-adding-components.md ├── creating-entity.md ├── debugging-intro.md ├── debugging-physx.md ├── debugging-using-asserts.md ├── delegate-component-mode.md ├── demo-video-capture-av.md ├── demo-video-capture-intro.md ├── disable-blur-node.md ├── disable-color-correction-node.md ├── disable-depth-of-field-node.md ├── disable-directional-blur-node.md ├── disable-effect-group-node.md ├── disable-frost-node.md ├── disable-ghosting-node.md ├── disable-radial-blur-node.md ├── disable-rain-drops-node.md ├── disable-sharpen-node.md ├── disable-visual-artifacts-node.md ├── disable-volumetric-scattering-node.md ├── disable-water-droplets-node.md ├── disable-water-flow-node.md ├── dynamic-slices-overview-anatomy.md ├── dynamic-slices-what-is.md ├── dynamic-vegetation-concepts.md ├── dynamic-vegetation-intro.md ├── dynamic-vegetation-procedures-adding-modifiers.md ├── dynamic-vegetation-procedures-coverage.md ├── dynamic-vegetation-procedures-create-vegetation-layer.md ├── dynamic-vegetation-procedures-gradient-random-selection.md ├── dynamic-vegetation-procedures-saving-slice.md ├── dynamic-vegetation-procedures-vegetation-blockers.md ├── dynamic-vegetation-procedures.md ├── dynamic-vegetation-reusing-in-multiple-areas.md ├── ebus-handlers-direct-access.md ├── ebus-in-depth.md ├── ebus-intro.md ├── ebus-usage-and-examples.md ├── ebuses-tasks-handlers.md ├── edit-mode-for-components.md ├── editing-component-properties.md ├── editor-automation-examples.md ├── editor-automation.md ├── effect-groups-customizing-intro.md ├── effect-groups-enabling-disabling.md ├── effect-groups-screen-fader-effect.md ├── effect-groups-strength-camera-distance.md ├── effect-groups-transitions.md ├── effect-groups-xml-files.md ├── emfx-1.25-transition-guide.md ├── emitter-curve-editor.md ├── enable-blur-node.md ├── enable-color-correction-node.md ├── enable-depth-of-field-node.md ├── enable-directional-blur-node.md ├── enable-effect-group-node.md ├── enable-frost-node.md ├── enable-ghosting-node.md ├── enable-radial-blur-node.md ├── enable-rain-drops-node.md ├── enable-sharpen-node.md ├── enable-visual-artifacts-node.md ├── enable-volumetric-scattering-node.md ├── enable-water-droplets-node.md ├── enable-water-flow-node.md ├── enabling-disabling-components.md ├── enabling-viewport-interaction-model.md ├── enviro-lighting-global.md ├── enviro-lighting-hdr-tone-mapping.md ├── enviro-lighting-intro.md ├── enviro-lighting-local.md ├── enviro-lighting-luminance-scene-key.md ├── fbx-actor-export.md ├── fbx-intro.md ├── fbx-mesh-export.md ├── fbx-motion-export.md ├── fbx-multiple-uv-sets.md ├── fbx-physx-export.md ├── fbx-properties.md ├── fbx-settings-actor-tab.md ├── fbx-settings-meshes-tab.md ├── fbx-settings-motions-tab.md ├── fbx-settings-physx-tab.md ├── fbx-settings-soft-naming.md ├── file-access-direct.md ├── find-by-name-and-index-node.md ├── find-by-name-procedural-material-node.md ├── finding-materials-by-name.md ├── finding-texture-by-names.md ├── game-build-custom-game-icons.md ├── game-build-intro.md ├── game-build-types.md ├── gem-configuration-examples.md ├── gem-landscape-canvas.md ├── gem-twitch-api.md ├── gem-twitch-chatplay.md ├── gem-websockets.md ├── gem-white-box.md ├── gems-lightning-arc-sample.md ├── gems-system-cryentity-removal-gem.md ├── gems-system-gem-aws-cloud-gems.md ├── gems-system-gem-aws.md ├── gems-system-gem-camera.md ├── gems-system-gem-chatplay.md ├── gems-system-gem-cloud.md ├── gems-system-gem-emotionfx-animation.md ├── gems-system-gem-fast-noise.md ├── gems-system-gem-game-effect.md ├── gems-system-gem-game-state-samples.md ├── gems-system-gem-game-state.md ├── gems-system-gem-gamelift.md ├── gems-system-gem-gestures.md ├── gems-system-gem-graphics-scripting.md ├── gems-system-gem-hmd.md ├── gems-system-gem-image-processing.md ├── gems-system-gem-inapp-purchases.md ├── gems-system-gem-input.md ├── gems-system-gem-legacy-terrain.md ├── gems-system-gem-lightning-arc-configuring.md ├── gems-system-gem-lightning-arc-enabling.md ├── gems-system-gem-lightning-arc-placing.md ├── gems-system-gem-lightning-arc-presets.md ├── gems-system-gem-lightning-arc.md ├── gems-system-gem-lmbr-central.md ├── gems-system-gem-lyshine.md ├── gems-system-gem-maestro.md ├── gems-system-gem-metastream.md ├── gems-system-gem-microphone.md ├── gems-system-gem-multiplayer-cvars.md ├── gems-system-gem-multiplayer-lobby-component.md ├── gems-system-gem-multiplayer.md ├── gems-system-gem-nullvr.md ├── gems-system-gem-pbs.md ├── gems-system-gem-physics.md ├── gems-system-gem-physx-characters.md ├── gems-system-gem-physx-debug.md ├── gems-system-gem-physx.md ├── gems-system-gem-primitive-assets.md ├── gems-system-gem-process-life-mgmt.md ├── gems-system-gem-rad-telemetry.md ├── gems-system-gem-rain.md ├── gems-system-gem-scene-processing.md ├── gems-system-gem-script-canvas.md ├── gems-system-gem-scripted-tweener.md ├── gems-system-gem-slice-favorites.md ├── gems-system-gem-snow.md ├── gems-system-gem-twitch.md ├── gems-system-gem-uibasics.md ├── gems-system-gem-user-login.md ├── gems-system-gem-videoplayback-bink.md ├── gems-system-gem-videoplayback.md ├── gems-system-gem-virtualgamepad.md ├── gems-system-gem-virtualreality.md ├── gems-system-gem-visibility.md ├── gems-system-gems-compressing.md ├── gems-system-gems-creating-a-new-gem-cmdline.md ├── gems-system-gems-creating-a-new-gem-projconf.md ├── gems-system-gems-creating-a-new-gem.md ├── gems-system-gems-creating.md ├── gems-system-gems-packaging.md ├── gems-system-gems-testing.md ├── gems-system-gems.md ├── gems-system-ref.md ├── gems-system-render-to-texture.md ├── gems-system-save-data.md ├── gems-system-starting-point-input.md ├── gems-system-structure.md ├── gems-system-using-project-configurator.md ├── gems-system.md ├── get-input-color-node.md ├── get-input-number-node.md ├── get-input-string-node.md ├── get-input-vector2-node.md ├── get-input-vector3-node.md ├── get-input-vector4-node.md ├── get-moon-latitude-node.md ├── get-moon-longitude-node.md ├── get-speed.md ├── get-sun-latitude-node.md ├── get-sun-longitude-node.md ├── get-time.md ├── get-wind-direction-node.md ├── graphics-concepts.md ├── graphics-rendering-anti-aliasing.md ├── graphics-rendering-directx.md ├── graphics-rendering-order-independent-transparency.md ├── graphics-rendering-rendernode.md ├── graphics-rendering-stars.md ├── graphics-rendering-toon-shading.md ├── graphics-rendering-truetype.md ├── gridhub-intro.md ├── group-selections-reference-spaces.md ├── handling-selection-viewport.md ├── high-quality-shadow-get-enabled.md ├── high-quality-shadow-set-enabled.md ├── http-requestor-gem.md ├── importing-fbx-files-as-actors-motions.md ├── index.md ├── infinite-ocean-component-additional-worklow.md ├── infinite-ocean-component-best-practices.md ├── infinite-ocean-component-console-variables.md ├── infinite-ocean-component-properties.md ├── infinite-ocean-component-request-bus-interface.md ├── infinite-ocean-component-water-properties-examples.md ├── infinite-ocean-component-water-shader-material.md ├── infinite-ocean-component-working-with-script-canvas.md ├── infinite-ocean-track-view-editor.md ├── input-intro.md ├── interactive-control.md ├── ios-android-adding-ip-addresses.md ├── ios-android-deployment-tool-device-farm-integration.md ├── ios-android-design-considerations.md ├── ios-android-performance-guidelines.md ├── ios-android-running-shader-compiler-amazon-EC2.md ├── ios-android-updating-graphics-settings.md ├── ios-creating-release-app.md ├── ios-custom-frameworks.md ├── ios-debugging-troubleshooting.md ├── ios-game-building.md ├── ios-intro.md ├── ios-quick-start.md ├── ios-sharing-assets-between-mac-pc.md ├── ios-virtual-file-system.md ├── legal-intro.md ├── level-blending-environment-probe.md ├── level-create.md ├── level-database-view.md ├── level-intro.md ├── levels-intro.md ├── linux-build-lumberyard-executable.md ├── linux-intro.md ├── linux-prepare-gamelift-package.md ├── linux-test-windows-client-linux-server-connection.md ├── lmbr-exe-capabilities.md ├── lmbr-exe-gem.md ├── lmbr-exe-packages.md ├── lmbr-exe-project.md ├── lmbr-exe-thirdpartysdks.md ├── lmbr-exe.md ├── load-definition-file.md ├── localization-checklist.md ├── localization-fontfeatures.md ├── localization-initialization.md ├── localization-intro.md ├── localization-ui.md ├── lua-api.md ├── lua-editor-debugger.md ├── lua-script-networking-binding.md ├── lua-scripting-ces-api-ui-showmousecursor.md ├── lua-scripting-ces-api-ui-uibuttoncomponent.md ├── lua-scripting-ces-api-ui-uicanvascomponent.md ├── lua-scripting-ces-api-ui-uicanvasmanager.md ├── lua-scripting-ces-api-ui-uicheckboxcomponent.md ├── lua-scripting-ces-api-ui-uicursorbus.md ├── lua-scripting-ces-api-ui-uidraggable.md ├── lua-scripting-ces-api-ui-uidropdowncomponent.md ├── lua-scripting-ces-api-ui-uidropdownoptioncomponent.md ├── lua-scripting-ces-api-ui-uidroptarget.md ├── lua-scripting-ces-api-ui-uidynamiclayoutcomponent.md ├── lua-scripting-ces-api-ui-uidynamicscrollboxcomponent.md ├── lua-scripting-ces-api-ui-uielementcomponent.md ├── lua-scripting-ces-api-ui-uifadercomponent.md ├── lua-scripting-ces-api-ui-uiflipbookanimationcomponent.md ├── lua-scripting-ces-api-ui-uiimagecomponent.md ├── lua-scripting-ces-api-ui-uiinteractablecomponent.md ├── lua-scripting-ces-api-ui-uilayout.md ├── lua-scripting-ces-api-ui-uilayoutcellcomponent.md ├── lua-scripting-ces-api-ui-uilayoutcolumncomponent.md ├── lua-scripting-ces-api-ui-uilayoutfittercomponent.md ├── lua-scripting-ces-api-ui-uilayoutgridcomponent.md ├── lua-scripting-ces-api-ui-uilayoutrowcomponent.md ├── lua-scripting-ces-api-ui-uimaskcomponent.md ├── lua-scripting-ces-api-ui-uiparticleemittercomponent.md ├── lua-scripting-ces-api-ui-uiradiobuttoncomponent.md ├── lua-scripting-ces-api-ui-uiscrollbarcomponent.md ├── lua-scripting-ces-api-ui-uiscrollboxcomponent.md ├── lua-scripting-ces-api-ui-uislidercomponent.md ├── lua-scripting-ces-api-ui-uitextcomponent.md ├── lua-scripting-ces-api-ui-uitextinputcomponent.md ├── lua-scripting-ces-api-ui-uitooltipcomponent.md ├── lua-scripting-ces-api-ui-uitooltipdisplaycomponent.md ├── lua-scripting-ces-api-ui-uitransform2dcomponent.md ├── lua-scripting-ces-api-ui-world-components.md ├── lua-scripting-ces-api-ui.md ├── lua-scripting-ces-basic-structure-of-a-component-entity-lua-script.md ├── lua-scripting-ces-debugging-scripts.md ├── lua-scripting-ces-properties.md ├── lua-scripting-ces-the-lua-environment.md ├── lua-scripting-ces-using-ebuses.md ├── lua-scripting-intro-add-script-to-component.md ├── lua-scripting-intro.md ├── lua-scripting-ref-vr.md ├── lumberyard-alternate-web-services.md ├── lumberyard-blog-forums-feedback.md ├── lumberyard-documentation-archive.md ├── lumberyard-editor-customizing.md ├── lumberyard-editor-default-settings.md ├── lumberyard-editor-interface.md ├── lumberyard-editor-intro.md ├── lumberyard-editor-menus.md ├── lumberyard-editor-shortcut-keys.md ├── lumberyard-editor-toolbar-bottom.md ├── lumberyard-editor-toolbars.md ├── lumberyard-editor-viewport.md ├── lumberyard-file-types.md ├── lumberyard-intro.md ├── lumberyard-launcher-batch-using.md ├── lumberyard-launcher-customizing.md ├── lumberyard-launcher-intro.md ├── lumberyard-launcher-using.md ├── lumberyard-programming-concepts.md ├── lumberyard-projects-intro.md ├── lumberyard-redistributables.md ├── lumberyard-remote-console.md ├── lumberyard-supported-platforms.md ├── lumberyard-systems.md ├── lumberyard-terms.md ├── lumberyard-tools.md ├── lumberyard-upgrading-excluded-files.md ├── lumberyard-upgrading.md ├── ly-glos-chap.md ├── mat-3dsmax-material-id-mapping.md ├── mat-color-lighting.md ├── mat-intro.md ├── mat-maps-blend.md ├── mat-maps-decal-creating.md ├── mat-maps-decal-intro.md ├── mat-maps-decal-placing.md ├── mat-maps-decal-types.md ├── mat-maps-detail-intro.md ├── mat-maps-diffuse.md ├── mat-maps-displacement-best-practices.md ├── mat-maps-displacement-intro.md ├── mat-maps-displacement-params.md ├── mat-maps-displacement-tessellation-debug.md ├── mat-maps-displacement-tessellation-intro.md ├── mat-maps-displacement-tessellation-params.md ├── mat-maps-gloss.md ├── mat-maps-normal-best-practices.md ├── mat-maps-normal-gloss.md ├── mat-maps-normal-intro.md ├── mat-maps-parallax-best-practices.md ├── mat-maps-parallax-blending.md ├── mat-maps-parallax-intro.md ├── mat-maps-parallax-pom.md ├── mat-maps-parallax-spom.md ├── mat-opacity.md ├── mat-shaders-custom-dev-cache-intro.md ├── mat-shaders-custom-dev-combinations.md ├── mat-shaders-custom-dev-hot-reloading.md ├── mat-shaders-custom-dev-intro.md ├── mat-shaders-custom-dev-pipeline.md ├── mat-shaders-custom-dev-remote-compiler.md ├── mat-shaders-environment-probes-intro.md ├── mat-shaders-heightmap_ambient_occlusion.md ├── mat-shaders-image-lighting.md ├── mat-shaders-intro.md ├── mat-substances.md ├── mat-surface-types.md ├── mat-texture-best-practices.md ├── mat-texture-intro.md ├── mat-texture-types.md ├── mat-vertex-colors.md ├── material-clone-node.md ├── material-find-by-name-node.md ├── material-get-param-color-node.md ├── material-get-param-number-node.md ├── material-get-vector3-param-node.md ├── material-load-by-name-node.md ├── material-maps-decal-debug.md ├── material-owner-get-material.md ├── material-owner-get-param-color-node.md ├── material-owner-get-param-number-node.md ├── material-owner-get-param-vector3-node.md ├── material-owner-get-param-vector4-node.md ├── material-owner-is-material-owner-ready.md ├── material-owner-nodes.md ├── material-owner-on-material-owner-ready-node.md ├── material-owner-set-material.md ├── material-owner-set-param-color.md ├── material-owner-set-param-number.md ├── material-owner-set-param-vector3.md ├── material-owner-set-param-vector4.md ├── material-param-names.md ├── material-shaders-custom-development-best-practices.md ├── memory-allocators-example-auto-unreflect.md ├── memory-allocators.md ├── memory-management-debugging-hpha.md ├── memory-management-overrun-detection.md ├── mobile-project-settings-tool.md ├── mobile-support-intro.md ├── network-bandwidth-control.md ├── network-bitpacking.md ├── network-carrier-message-structure.md ├── network-carrier-rio.md ├── network-carrier.md ├── network-console-commands.md ├── network-dedicated-server.md ├── network-delta-compression.md ├── network-encryption-building.md ├── network-encryption-enabling.md ├── network-encryption-intro.md ├── network-gamelift-testing-integration.md ├── network-gamelift-troubleshooting.md ├── network-gamelift-using.md ├── network-interest-manager-custom-rule-handler.md ├── network-interest-manager-large-scale-worlds.md ├── network-intro.md ├── network-lobby-setup.md ├── network-marshalling.md ├── network-multiplayer-gs-gamelift.md ├── network-multiplayer-gs.md ├── network-profilers.md ├── network-providing-custom-interpolation-logic.md ├── network-replicas-binding.md ├── network-replicas-chunks.md ├── network-replicas-data-sets.md ├── network-replicas-manager-task-manager.md ├── network-replicas-remote-procedure-calls.md ├── network-replicas-replica-manager.md ├── network-replicas-replica.md ├── network-replicas.md ├── network-session-service-events-descriptions.md ├── network-session-service-events.md ├── network-session-service-hosting.md ├── network-session-service-joining.md ├── network-session-service-searching.md ├── network-session-service-start-stop.md ├── network-session-service.md ├── network-synchronizing-animation.md ├── network-synchronizing-game-state-using-components.md ├── network-synchronizing-game-state-using-scripts.md ├── network-tcp-using.md ├── network-tcp.md ├── network-transform-component-interpolation.md ├── networking-architecture.md ├── networking-overview.md ├── nvidia-blast-create-blast-asset.md ├── nvidia-blast-debug.md ├── nvidia-blast-install-houdini-plugin.md ├── nvidia-blast-intro.md ├── nvidia-blast-materials.md ├── nvidia-blast-process-blast-asset.md ├── nvidia-blast-script-canvas.md ├── nvidia-blast-simulate.md ├── nvidia-blast-static-chunks.md ├── nvidia-blast.md ├── nvidia-cloth-actors.md ├── nvidia-cloth-constraints.md ├── nvidia-cloth-debugging.md ├── nvidia-cloth-gpu.md ├── nvidia-cloth-intro.md ├── nvidia-cloth-meshes.md ├── nvidia-cloth-vertex-data.md ├── nvidia-cloth.md ├── on-render-finished-node.md ├── osx-assets-building.md ├── osx-debugging-troubleshooting.md ├── osx-game-building.md ├── osx-game-creating.md ├── osx-game-deploying.md ├── osx-intro.md ├── osx-shaders-building.md ├── particle-advanced.md ├── particle-best-practices.md ├── particle-creating-library.md ├── particle-custom-attributes.md ├── particle-debugging.md ├── particle-editor-color-picker.md ├── particle-editor-customizing.md ├── particle-editor-emitter-shape-type-angle.md ├── particle-editor-emitter-shape-type-beam.md ├── particle-editor-emitter-shape-type-box.md ├── particle-editor-emitter-shape-type-circle.md ├── particle-editor-emitter-shape-type-point.md ├── particle-editor-emitter-shape-type-sphere.md ├── particle-editor-emitter-shape-type-trail.md ├── particle-editor-emitter-shape-types.md ├── particle-editor-preview-panel.md ├── particle-editor-reference-advanced.md ├── particle-editor-reference-audio.md ├── particle-editor-reference-collision.md ├── particle-editor-reference-comment.md ├── particle-editor-reference-configuration.md ├── particle-editor-reference-emitter.md ├── particle-editor-reference-lighting.md ├── particle-editor-reference-movement.md ├── particle-editor-reference-particles.md ├── particle-editor-reference-rotation.md ├── particle-editor-reference-size.md ├── particle-editor-reference-visibility.md ├── particle-editor-reference.md ├── particle-editor-shortcut-keys.md ├── particle-editor.md ├── particle-emitter-creating-child.md ├── particle-emitter-creating.md ├── particle-emitter-organizing.md ├── particle-emitter-reverting-changes.md ├── particle-gradient-editor.md ├── particle-importing-library.md ├── particle-intro.md ├── particle-library.md ├── particle-lod.md ├── particle-saving-library.md ├── particle-using-library.md ├── permissions-metadata-for-resource-definitions.md ├── physx-best-practices.md ├── physx-configuration-collision-groups.md ├── physx-configuration-collision-layer-and-group-programming.md ├── physx-configuration-collision-layers.md ├── physx-configuration-debugger.md ├── physx-configuration-global.md ├── physx-configuration-physx-world-programming-notes.md ├── physx-configuration.md ├── physx-intro.md ├── physx-joint-intro.md ├── physx-materials.md ├── physx-scene-queries.md ├── pivot-mode.md ├── platform-development-intro.md ├── profiler-annotations-creating-and-using.md ├── profiler-cpu.md ├── profiler-intro.md ├── profiler-using.md ├── profiler-vram.md ├── programming-intro.md ├── python-asset-builder-bootstrap.md ├── python-asset-builder-create-job.md ├── python-asset-builder-intro.md ├── python-asset-builder-process-job.md ├── python-asset-builder-register.md ├── python-asset-builder.md ├── recompute-static-shadows-node.md ├── recording-time-demos.md ├── referencing-character-animation-editor-anim-graph.md ├── refine-simulationg-using-debug-mode.md ├── render-asynchronous-node.md ├── render-synchronous-node.md ├── rendering-graphics-cameras.md ├── rendering-graphics-fog-cvar.md ├── rendering-graphics-fog-intro.md ├── rendering-graphics-fog-volumetric-bp.md ├── rendering-graphics-fog-volumetric-console-variables.md ├── rendering-graphics-fog-volumetric-global.md ├── rendering-graphics-fog-volumetric.md ├── rendering-graphics-fog.md ├── rendering-graphics-lighting-intro.md ├── rendering-graphics-screen-effects-intro.md ├── rendering-graphics-shadows-cached.md ├── rendering-graphics-shadows-cvars.md ├── rendering-graphics-shadows-intro.md ├── rendering-graphics-shadows-object.md ├── rendering-graphics-shadows-tuning.md ├── rendering-graphics-svogi.md ├── rendering-intro.md ├── rendering_graphics_shadows_proxies.md ├── reset-transform.md ├── sample-level-beach-city-night-assets.md ├── sample-level-starter-game.md ├── sample-level-vr-box-garden.md ├── sample-level-vr-islands.md ├── sample-level-vr-tv-room.md ├── sample-level-vr-xylophone.md ├── sample-level-woodland-assets.md ├── sample-project-inapp-purchases.md ├── sample-project-legacy.md ├── sample-project-multiplayer-enhanced-architecture.md ├── sample-project-multiplayer-enhanced-network-features.md ├── sample-project-multiplayer-enhanced.md ├── sample-project-samples.md ├── sample-project-virtual-reality.md ├── sample-projects-levels-intro.md ├── screen-fader-ebuses.md ├── screen-fader-node.md ├── script-canvas-adding-scripts.md ├── script-canvas-adding-variable-references.md ├── script-canvas-advanced-topics.md ├── script-canvas-basic-sample.md ├── script-canvas-behavior-context.md ├── script-canvas-best-practices.md ├── script-canvas-block-commenting.md ├── script-canvas-bookmarks.md ├── script-canvas-comment-and-group-presets.md ├── script-canvas-common-tasks.md ├── script-canvas-concepts-and-terms.md ├── script-canvas-containers.md ├── script-canvas-custom-nodes-az-code-generator-tags.md ├── script-canvas-custom-nodes-dynamic-data.md ├── script-canvas-custom-nodes-extendable.md ├── script-canvas-custom-nodes-gem.md ├── script-canvas-custom-nodes-implementing-behavior.md ├── script-canvas-custom-nodes-node-contracts.md ├── script-canvas-custom-nodes-node-libraries.md ├── script-canvas-custom-nodes.md ├── script-canvas-debugging.md ├── script-canvas-editor-interface.md ├── script-canvas-editor-reference.md ├── script-canvas-environment-nodes.md ├── script-canvas-errors-and-troubleshooting.md ├── script-canvas-find-sub-material-node.md ├── script-canvas-functions.md ├── script-canvas-high-quality-shadow-nodes.md ├── script-canvas-intro.md ├── script-canvas-learning-guide.md ├── script-canvas-learning-opportunities.md ├── script-canvas-managing-variables.md ├── script-canvas-material-get-vector4-param-node.md ├── script-canvas-material-set-param-color-node.md ├── script-canvas-material-set-param-number-node.md ├── script-canvas-material-set-param-vector3-node.md ├── script-canvas-material-set-param-vector4-node.md ├── script-canvas-materials-nodes.md ├── script-canvas-nemo-sample.md ├── script-canvas-node-groups.md ├── script-canvas-node-reference.md ├── script-canvas-nodes-understanding.md ├── script-canvas-post-effects-nodes.md ├── script-canvas-procedural-material-nodes.md ├── script-canvas-referencing-entities.md ├── script-canvas-rendering-nodes.md ├── script-canvas-shadow-scripting-nodes.md ├── script-canvas-shortcuts.md ├── script-canvas-time-of-day-nodes.md ├── script-canvas-tutorial-collisions-targets.md ├── script-canvas-tutorial-controllable-character.md ├── script-canvas-tutorial-trigger-areas.md ├── script-canvas-tutorials.md ├── script-canvas-variable-material-node.md ├── script-canvas-working-with-nodes-adding-and-connecting.md ├── script-canvas-working-with-nodes-aligning.md ├── script-canvas-working-with-nodes-deleting.md ├── script-canvas-working-with-nodes-disconnecting.md ├── script-canvas-working-with-nodes-organizing.md ├── script-canvas-working-with-nodes-selecting-using-hotkeys.md ├── script-canvas-working-with-nodes-visiting-all-instances.md ├── script-canvas-working-with-nodes.md ├── script-events-best-practices.md ├── script-events-creating-in-script-canvas.md ├── script-events-lua.md ├── script-events-using-in-script-canvas.md ├── script-events.md ├── scripting-intro.md ├── serialization-intro.md ├── serialization-json-data-types.md ├── serialization-json-intro.md ├── serialization-json-serialize-deserialize.md ├── serialization-register-objects.md ├── set-color-chart-console-variables.md ├── set-color-chart-node.md ├── set-input-color-node.md ├── set-input-number-node.md ├── set-input-string-node.md ├── set-input-vector2-node.md ├── set-input-vector3-node.md ├── set-input-vector4-node.md ├── set-moon-latitude-node.md ├── set-moon-longitude-node.md ├── set-sky-box-angle.md ├── set-sky-box-material.md ├── set-sky-box-stretch.md ├── set-speed.md ├── set-sun-latitude-node.md ├── set-sun-longitude-node.md ├── set-time.md ├── set-up-a-simulated-object.md ├── set-up-simulated-object-anim-graph-node.md ├── set-up-simulated-object-collider.md ├── set-wind-direction-node.md ├── setting-up-downloading-lumberyard.md ├── setting-up-firewall.md ├── setting-up-intro.md ├── setting-up-lumberyard-perforce-plugin.md ├── setting-up-system-requirements.md ├── shader-ref-common-cloud.md ├── shader-ref-distanceclouds.md ├── shader-ref-eye.md ├── shader-ref-fur-combing.md ├── shader-ref-fur-consolevariables.md ├── shader-ref-fur-features-bending-motion.md ├── shader-ref-fur-features-bending-wind.md ├── shader-ref-fur-features-bending.md ├── shader-ref-fur-features-levelofdetail.md ├── shader-ref-fur-features.md ├── shader-ref-fur-materialsettings.md ├── shader-ref-fur-previz3dsmax.md ├── shader-ref-fur-previzmaya.md ├── shader-ref-fur.md ├── shader-ref-geometrybeam.md ├── shader-ref-glass.md ├── shader-ref-hair.md ├── shader-ref-humanskin.md ├── shader-ref-illum.md ├── shader-ref-intro.md ├── shader-ref-lightbeam.md ├── shader-ref-particleimposter.md ├── shader-ref-particles.md ├── shader-ref-scopes.md ├── shader-ref-sky.md ├── shader-ref-skyhdr.md ├── shader-ref-templbeamproc.md ├── shader-ref-terrain-layer.md ├── shader-ref-vegetation.md ├── shader-ref-volumeobject.md ├── shader-ref-water.md ├── shader-ref-waterfall.md ├── shader-ref-watervolume.md ├── sky-day-atmosphere.md ├── sky-day-intro.md ├── sky-day-sun-params.md ├── sky-day-sun-rays.md ├── sky-day-sun-shadows-cascade.md ├── sky-day-sun-shadows-params.md ├── sky-intro.md ├── sky-night-atmosphere.md ├── sky-night-intro.md ├── sky-night-moon-params.md ├── sky-skyboxes-intro.md ├── sky-skyboxes-materials-applying.md ├── sky-skyboxes-materials-creating.md ├── sky-skyboxes-params.md ├── sky-skyboxes-switch.md ├── sky-tod-day-night-cycle.md ├── sky-tod-intro.md ├── sky-tod-parameters.md ├── sky-tod-params.md ├── system-console.md ├── system-cvar-tutorial.md ├── systems-intro.md ├── terrain-copy.md ├── terrain-editor-ref.md ├── terrain-heightmap-create.md ├── terrain-heightmap-export.md ├── terrain-heightmap-import.md ├── terrain-heightmap-intro.md ├── terrain-heightmap-resize.md ├── terrain-heightmap-rotate.md ├── terrain-high-quality.md ├── terrain-import-color-megaterrain.md ├── terrain-import-data.md ├── terrain-import.md ├── terrain-intro.md ├── terrain-landforms-brush-params.md ├── terrain-landforms-flatten-brush.md ├── terrain-landforms-holes-brush.md ├── terrain-landforms-intro.md ├── terrain-landforms-rise-lower-brush.md ├── terrain-landforms-smooth-brush.md ├── terrain-rivers-entity.md ├── terrain-rivers-intro.md ├── terrain-rivers-material.md ├── terrain-rivers-prep-terrain.md ├── terrain-rivers-spline-geometry.md ├── terrain-rivers-split-merge.md ├── terrain-roads-entity.md ├── terrain-roads-intro.md ├── terrain-roads-material.md ├── terrain-roads-spline-geometry.md ├── terrain-roads-split-merge.md ├── terrain-splat-maps.md ├── terrain-texture-layers-add.md ├── terrain-texture-layers-export.md ├── terrain-texture-layers-import.md ├── terrain-texture-layers-intro.md ├── terrain-texture-layers-material.md ├── terrain-texture-layers-paint.md ├── terrain-texture-tiles-resolution.md ├── terrain-troubleshoot.md ├── terrain-vegetation-trees.md ├── terrain-water-fog.md ├── terrain-water-intro.md ├── terrain-water-ocean.md ├── terrain-water-params-ref.md ├── terrain-water-prepare-terrain.md ├── terrain-water-puddles.md ├── terrain-water-waterfalls.md ├── testing-aztest-writing-tests.md ├── testing-aztestscanner.md ├── testing-debugging-intro.md ├── texture-settings-editor.md ├── tracking-file-access.md ├── transform-matching.md ├── troubleshoot-android.md ├── twitch-api-ebus-notify-bus.md ├── twitch-api-ebus-request-bus.md ├── twitch-api-ebus.md ├── twitch-intro.md ├── ui-animating-tweener-components.md ├── ui-animating-tweener-lua-code.md ├── ui-animating-tweener-parameters.md ├── ui-animating-tweener-sample.md ├── ui-animating-tweener-timeline.md ├── ui-animating-tweener-understanding-types.md ├── ui-animating-tweener-understanding.md ├── ui-animating-tweener.md ├── ui-animating.md ├── ui-animation-curve-editor.md ├── ui-animation-editing.md ├── ui-animation-playing.md ├── ui-animation-recording.md ├── ui-animation-track-editor.md ├── ui-animation-using-node-pane.md ├── ui-animation.md ├── ui-editor-anchors.md ├── ui-editor-asset-drag-and-drop.md ├── ui-editor-canvas-properties.md ├── ui-editor-changing-size.md ├── ui-editor-checkbox-components.md ├── ui-editor-component-9-sliced.md ├── ui-editor-component-sprite-sheets.md ├── ui-editor-components-actions.md ├── ui-editor-components-autoactivate.md ├── ui-editor-components-button.md ├── ui-editor-components-draggable.md ├── ui-editor-components-drop-target.md ├── ui-editor-components-dropdown.md ├── ui-editor-components-dropdownoption.md ├── ui-editor-components-dynamic.md ├── ui-editor-components-firstfocus.md ├── ui-editor-components-image.md ├── ui-editor-components-interactive-properties-input.md ├── ui-editor-components-interactive-properties-multitouch-input.md ├── ui-editor-components-interactive-properties-navigation.md ├── ui-editor-components-interactive-properties-states.md ├── ui-editor-components-interactive-properties.md ├── ui-editor-components-interactive.md ├── ui-editor-components-layout-cell.md ├── ui-editor-components-layout-column.md ├── ui-editor-components-layout-fitter.md ├── ui-editor-components-layout-grid.md ├── ui-editor-components-layout-nesting.md ├── ui-editor-components-layout-row.md ├── ui-editor-components-layout.md ├── ui-editor-components-mask.md ├── ui-editor-components-other-flipbook.md ├── ui-editor-components-other.md ├── ui-editor-components-radiobutton.md ├── ui-editor-components-radiobuttongroup.md ├── ui-editor-components-scrollbar.md ├── ui-editor-components-scrollbox.md ├── ui-editor-components-spawner.md ├── ui-editor-components-text.md ├── ui-editor-components-textinput.md ├── ui-editor-components-tooltips.md ├── ui-editor-components-transform.md ├── ui-editor-components-visual-particle-emitter.md ├── ui-editor-components-visual.md ├── ui-editor-components.md ├── ui-editor-creating-canvases.md ├── ui-editor-debugging-ui-canvases.md ├── ui-editor-elements.md ├── ui-editor-intro.md ├── ui-editor-load-screens.md ├── ui-editor-loading-canvases-lua.md ├── ui-editor-navigating-viewport.md ├── ui-editor-placing-canvases-3d.md ├── ui-editor-prefabs.md ├── ui-editor-previewing-behavior.md ├── ui-editor-previewing-canvas.md ├── ui-editor-previewing-setting-size.md ├── ui-editor-rulers-guides.md ├── ui-editor-scaling-device-resolution.md ├── ui-editor-search-element.md ├── ui-editor-slider-components.md ├── ui-editor-sprite-editor.md ├── ui-editor-texture-atlases-adding-texture-atlases-to-a-ui-canvas.md ├── ui-editor-texture-atlases-creating.md ├── ui-editor-texture-atlases-using-texture-atlases-to-reduce-ui-draw-calls.md ├── ui-editor-texture-atlases.md ├── ui-editor-toolbar.md ├── ui-editor-transform-scale.md ├── ui-editor-transform2d.md ├── ui-editor-using.md ├── ui-editor-working-slices-cascaded.md ├── ui-editor-working-slices-creating.md ├── ui-editor-working-slices-detached.md ├── ui-editor-working-slices-dynamic.md ├── ui-editor-working-slices-instantiating.md ├── ui-editor-working-slices-modifying.md ├── ui-editor-working-slices-newtab.md ├── ui-editor-working-slices.md ├── ui-editor-working.md ├── ui-fonts-adding-fonts.md ├── ui-fonts-create-font-families.md ├── ui-fonts-properties.md ├── ui-fonts-rendering.md ├── ui-fonts.md ├── ui20.md ├── uninstalling-amazon-lumberyard.md ├── use-parameters-to-adjust-animation-during-runtime.md ├── using-actor-LODs-optimize-game-performance.md ├── vegetation-bending-automerged-intro.md ├── vegetation-bending-detail-intro.md ├── vegetation-bending-intro.md ├── vegetation-bending-touch-intro.md ├── vegetation-debugging.md ├── vegetation-grass-intro.md ├── vegetation-grass-manual.md ├── vegetation-grass-procedural.md ├── vegetation-intro.md ├── vegetation-layer-spawner-ebus.md ├── vegetation-layer-spawner-properties.md ├── vegetation-params-ref.md ├── vegetation-random-distribution-placement.md ├── vegetation-random-distribution-selection.md ├── vegetation-speedtree-lumberyard-intro.md ├── vegetation-trees.md ├── viewport-interaction-model-reference-space-model.md ├── viewport-interaction-model-transform.md ├── virtual-reality-configuring.md ├── virtual-reality-cvars.md ├── virtual-reality-debug.md ├── virtual-reality-ebus.md ├── virtual-reality-instant-vr-lua.md ├── virtual-reality-instant-vr.md ├── virtual-reality-preview.md ├── virtual-reality.md ├── waf-adding-third-party-libraries.md ├── waf-artifacts-cache.md ├── waf-commands.md ├── waf-debug.md ├── waf-extensions.md ├── waf-files-branch-spec.md ├── waf-files-filelist.md ├── waf-files-module-files-wscript.md ├── waf-files-projects-file.md ├── waf-files-spec-file.md ├── waf-files.md ├── waf-intro.md ├── waf-launching-project.md ├── waf-platforms-compilers.md ├── waf-project-settings.md ├── waf-qt-content.md ├── waf-third-party-library-configurations.md ├── waf-uber-files.md ├── waf-user-options-and-settings.md ├── waf-user-settings.md ├── waf-using-game-project.md ├── waf-using-intro.md ├── waf-using-module.md ├── waf-using-spec.md ├── weather-clouds-2d-distance-mesh.md ├── weather-clouds-3d-shadows.md ├── weather-clouds-intro.md ├── weather-clouds-shading.md ├── weather-fog-global.md ├── weather-fog-volumes.md ├── weather-intro.md ├── weather-wind-areas.md ├── weather-wind-global.md ├── weather-wind-intro.md ├── weather-wind-local.md ├── weather-wind-ocean.md ├── wind-provider.md ├── working-with-component-mode-programmatically.md ├── working-with-slices-cinematic-sequences.md ├── working-with-the-input-component.md ├── working-with-the-river-component.md ├── working-with-viewport-interaction-model.md └── write-component-mode.md /.github/PULL_REQUEST_TEMPLATE.md: -------------------------------------------------------------------------------- 1 | *Issue #, if available:* 2 | 3 | *Description of changes:* 4 | 5 | 6 | By submitting this pull request, I confirm that you can use, modify, copy, and redistribute this contribution, under the terms of your choice. 7 | -------------------------------------------------------------------------------- /LICENSE-SAMPLECODE: -------------------------------------------------------------------------------- 1 | Copyright 2019 Amazon.com, Inc. or its affiliates. All Rights Reserved. 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this 4 | software and associated documentation files (the "Software"), to deal in the Software 5 | without restriction, including without limitation the rights to use, copy, modify, 6 | merge, publish, distribute, sublicense, and/or sell copies of the Software, and to 7 | permit persons to whom the Software is furnished to do so. 8 | 9 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 10 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A 11 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT 12 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 13 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 14 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 15 | -------------------------------------------------------------------------------- /LICENSE-SUMMARY: -------------------------------------------------------------------------------- 1 | Copyright 2019 Amazon.com, Inc. or its affiliates. All Rights Reserved. 2 | 3 | The documentation is made available under the Creative Commons Attribution-ShareAlike 4.0 International License. See the LICENSE file. 4 | 5 | The sample code within this documentation is made available under the MIT-0 license. See the LICENSE-SAMPLECODE file. 6 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ------------ 2 | 3 | **Amazon Lumberyard is no longer offered. We recommend Open 3D Engine, Lumberyard’s Apache-licensed successor. O3DE is maintained by the open-source community, including developers from Adobe, AWS, Epic, Microsoft, Intel, Lightspeed Studios, Niantic, and others. Visit O3DE's [website](https://www.o3de.org/ "website"), [Discord](https://discord.gg/o3de), and [Github](https://github.com/o3de/o3de).** 4 | 5 | ------------ 6 | 7 | ## Amazon Lumberyard User Guide 8 | 9 | Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch. 10 | 11 | ## License Summary 12 | 13 | The documentation is made available under the Creative Commons Attribution-ShareAlike 4.0 International License. See the LICENSE file. 14 | 15 | The sample code within this documentation is made available under the MIT-0 license. See the LICENSE-SAMPLECODE file. 16 | -------------------------------------------------------------------------------- /doc_source/animation-editor-animation-graph-user-interface.md: -------------------------------------------------------------------------------- 1 | # Anim Graph Interface 2 | 3 | Use the animation graph to create nodes and specify parameter and values for each node\. 4 | 5 | ![\[Animation graph user interface for the Animation Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/actor-animation/animation-editor-animation-graph-user-interface.png) 6 | 7 | On the animation graph, you can do the following: 8 | 9 | 1. From the menu bar, you can do the following: 10 | + Open and save your animation graphs\. 11 | + Select and deselect nodes\. 12 | + Change the layout view of the editor\. 13 | + Display or hide windows for animation graph\. 14 | 15 | 1. In the grid, create nodes and connect them with connectors\. -------------------------------------------------------------------------------- /doc_source/animation-editor-blending-blendtwolegacy.md: -------------------------------------------------------------------------------- 1 | # Blend Two \(Legacy\) Node 2 | 3 | The **Blend Two \(Legacy\)** supports backward compatibility\. If you are creating new content, use the **[Blend Two](animation-editor-blending-blendtwo.md)** or **[Blend Two Additive](animation-editor-blending-blendtwoadditive.md)** node\. -------------------------------------------------------------------------------- /doc_source/animation-editor-motion-set-user-interface.md: -------------------------------------------------------------------------------- 1 | # Motion Sets Interface 2 | 3 | Use the **Motion Set** pane to create motion set files and add motion files to it\. 4 | 5 | ![\[Create and manage motion sets in the Animation Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/actor-animation/animation-editor-motion-set-user-interface.png) 6 | 7 | In the **Motion Sets** pane, you can do the following: 8 | 9 | 1. **Motion Sets Management** – Add, open, save, or delete motion sets\. 10 | 11 | 1. **Motion Sets** – Add, open, or delete the motion files in the selected motion set\. -------------------------------------------------------------------------------- /doc_source/animation-editor-motions-user-interface.md: -------------------------------------------------------------------------------- 1 | # Motions Interface 2 | 3 | Use the motions pane to add and manage motion files in a motion set\. 4 | 5 | ![\[View and manage motions in the Animation Editor\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/actor-animation/animation-editor-motions-user-interface.png) 6 | 7 | In the **Motions** pane, you can do the following: 8 | 9 | 1. Add, save, open, or delete motions\. 10 | 11 | 1. **Motion Properties** – Specify how you want the motion to animate and the play speed of the motion\. -------------------------------------------------------------------------------- /doc_source/animation-editor-node.md: -------------------------------------------------------------------------------- 1 | # Animation Editor Nodes 2 | 3 | See the following nodes available in the Animation Editor\. 4 | 5 | **Topics** 6 | + [Creating Blend Trees](animation-editor-creating-blend-trees.md) 7 | + [Controller Nodes](animation-editor-controller-nodes.md) 8 | + [Simplify Node Groups with Hub Nodes](animation-editor-using-hub-nodes-to-simplify-groups.md) 9 | + [Using Math Nodes](animation-editor-math-nodes.md) 10 | + [Actions](animation-editor-actions.md) -------------------------------------------------------------------------------- /doc_source/animation-intro.md: -------------------------------------------------------------------------------- 1 | # Actor and effects animation in Lumberyard 2 | 3 | ## Working with animation in Lumberyard 4 | 5 | Learn how to animate game characters and other actors in your Lumberyardscenes and cinematics, as well as how to add particle\-based animation effects\. 6 | 7 | 8 | **In this section:** 9 | 10 | | Topic area | Description | 11 | | --- | --- | 12 | | [Character animation](char-intro.md) | Learn how to create and animate game characters and other actors in your Lumberyard game scenes and levels using the Animation Editor and EMotionFX \(EMFX\)\. | 13 | | [Particle effects](particle-intro.md) | Learn how to add particle\-based effects to your Lumberyard game scenes and levels using the Particle Editor\. | 14 | | [Cinematics](cinematics-intro.md) | Learn how to create in\-game cinematic sequences with the Track View Editor and component entities\. | -------------------------------------------------------------------------------- /doc_source/best-practices-for-working-with-meshes-for-animations.md: -------------------------------------------------------------------------------- 1 | # Best Practices for Working with Skinned Meshes for Animation 2 | 3 | See the following guidelines when working with skinned meshes for the **Animation Editor**\. 4 | 5 | **Topics** 6 | + [Creating Skinned Meshes for Actors](char-fbx-importer-create-skinned-meshes-best-practices.md) 7 | + [Exporting Actors and Motions](char-fbx-importer-export-actors-motons.md) 8 | + [Tutorials: Importing FBX Files as Actors and Motions](importing-fbx-files-as-actors-motions.md) 9 | + [Troubleshooting Skinned Meshes](char-fbx-importer-export-skinned-meshes-troubleshooting.md) 10 | + [Using Actor LODs to Optimize Game Performance](using-actor-LODs-optimize-game-performance.md) -------------------------------------------------------------------------------- /doc_source/camera-space.md: -------------------------------------------------------------------------------- 1 | # Using the Camera Space 2 | 3 | A camera space manipulator is built into the rotation manipulator\. You can rotate entities based on the editor’s camera view\. 4 | 5 | **To use the camera space** 6 | 7 | 1. In the viewport, select an entity\. 8 | 9 | 1. Adjust the camera around the selected entity in the viewport\. You can use the following camera shortcuts to adjust your view\. 10 | **Adjusting the Camera View** 11 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/camera-space.html) 12 | **Moving the Camera** 13 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/camera-space.html) 14 | **Example** 15 | 16 | In the following example, you can adjust the camera space so that your selected entity remains the center of focus in the viewport\. 17 | ![\[Rotate the camera view around a selected entity in Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/viewportinteractionmodel/viewport-selection-model-5.gif) -------------------------------------------------------------------------------- /doc_source/char-animation-editor-components.md: -------------------------------------------------------------------------------- 1 | # Animation Editor Components 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This feature is in [preview](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#preview) release and is subject to change\. | 9 | 10 | You can add the following **Animation Editor** components to an entity\. You can then specify the actor file, animation graph file, the motion file, or attachment\. 11 | 12 | For more information, see the following components: 13 | + **[Actor](component-actor.md)** 14 | + **[AnimGraph](component-animgraph.md)** 15 | + **[Attachment](component-attachment.md)** 16 | + **[Simple Motion](component-simple-motion.md)** 17 | 18 | For more information about adding a component to an entity, see [Adding Components to an Entity](component-working-adding.md)\. -------------------------------------------------------------------------------- /doc_source/cinematics-animation-char-move.md: -------------------------------------------------------------------------------- 1 | # Moving an Entity in a Scene 2 | 3 | You can use the Track View to move or rotate any entity in a scene\. 4 | 5 | **To move a character in a scene** 6 | 7 | 1. In the Track View, add the character to the desired sequence, then click the red record button\. 8 | 9 | 1. In the Lumberyard viewport, click the character, then move or rotate as desired\. This automatically updates keys at the current position of the slider in the track view sequence timeline slider\. 10 | 11 | 1. Double\-click the key to access **Key Properties**, then adjust values as needed\. 12 | 13 | 1. Click the ****Curve Editor**** button, then select the tracks where the curve needs to be adjusted\. 14 | 15 | 1. Drag a selection box around all the keys you want to change\. 16 | 17 | 1. Click the **Set In/Out Tangents to Auto** button\. -------------------------------------------------------------------------------- /doc_source/cinematics-animation-intro.md: -------------------------------------------------------------------------------- 1 | # Animating Characters in Scenes 2 | 3 | To create character animations with the Track View, you can add the **Simple Motion** component and the **Actor** component to an entity\. This creates a character, which you then add to a track view sequence\. 4 | 5 | **Topics** 6 | + [Creating Character Animations with the Simple Motion Component](create-cinematics-with-simple-motion-animations-in-track-view-editor.md) 7 | + [Moving an Entity in a Scene](cinematics-animation-char-move.md) -------------------------------------------------------------------------------- /doc_source/cinematics-cameras-intro.md: -------------------------------------------------------------------------------- 1 | # Adding a Camera 2 | 3 | You can add a camera to a sequence so that it presents the sequence from a particular point of view\. This helps you control what is being displayed in the animation and how\. 4 | 5 | Some sequences may require multiple cameras to cut between for different shots\. You can use any number of component entity cameras as part of your sequence\. The [Director \(Scene\) Node](cinematics-track-view-nodes-director.md) helps you determine your active cameras for the sequence as well\. You can also set the depth of field \(DoF\) within the sequence to control the focus view of the camera for the sequence\. 6 | 7 | See the following topics for working with cameras\. 8 | 9 | **Topics** 10 | + [Adding a Director \(Scene\) Node](cinematics-adding-a-director-scene-node.md) 11 | + [Positioning a Camera](cinematics-cameras-positioning-blending.md) 12 | + [Animating Depth of Field](cinematics-cameras-focus.md) -------------------------------------------------------------------------------- /doc_source/cinematics-populating-a-scene.md: -------------------------------------------------------------------------------- 1 | # Populating a Scene 2 | 3 | Cinematic scenes, also known as sequences, consist of multiple nodes, tracks, and track events\. When you create a sequence, the sequence name is always the top \(parent\) node in the node browser\. 4 | 5 | For more information, see [Using the Track View Editor](cinematics-track-view-editor.md)\. 6 | 7 | **Topics** 8 | + [Setting Sequence Properties](cinematics-sequence-props.md) 9 | + [Working with Slices and Sequences](working-with-slices-cinematic-sequences.md) 10 | + [Adding Component Entities](cinematics-adding-component-entities.md) 11 | + [Moving a Component Entity in a Sequence](cinematics-moving-a-component-entity.md) -------------------------------------------------------------------------------- /doc_source/cinematics-sequence-props.md: -------------------------------------------------------------------------------- 1 | # Setting Sequence Properties 2 | 3 | You can set properties in the Track View to control how the track view sequence appears\. For example, you can specify **Autostart** so that the track view sequence starts playing as soon as the game starts\. 4 | 5 | **To set sequence properties** 6 | 7 | 1. In the Track View, select the applicable sequence and click the **Edit Sequence** ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/cinematics/cinematics-sequence-props-edit-icon.png) icon\. 8 | 9 | 1. In the **Sequence Properties** dialog box, you can specify the following properties\. 10 | ![\[Specify track view sequence properties.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/cinematics/cinematics-sequence-props.png) 11 | **Scene Properties** 12 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/cinematics-sequence-props.html) 13 | 14 | 1. When you are finished, click **OK**\. -------------------------------------------------------------------------------- /doc_source/cinematics-track-view-nodes-color-correction.md: -------------------------------------------------------------------------------- 1 | # Color Correction Node 2 | 3 | You use the **Color Correction** node to change the CMYK, brightness, contrast, saturation, and hue in a scene\. Most color correction properties don't update smoothly\. For this reason, you should hide stronger color correction changes should by cuts or fading between scenes\. 4 | 5 | **To add a Color Correction node in the Track View** 6 | 7 | 1. In the Track View, right\-click either the sequence \(top node\) or the **Director** node in the tree as applicable, and then click **Add Color Correction Node**\. 8 | 9 | 1. Click the applicable key listed under the **ColorCorrection** node\. 10 | 11 | 1. To position a key, double\-click the preferred location on its highlighted row in the timeline\. Double\-click the green marker, and then under **Key Properties** enter an applicable value for **Value**\. 12 | 13 | **Note** 14 | To have change correction dynamically based on a variable, you can use the **[Enable Color Correction](enable-color-correction-node.md)** node in the **Script Canvas** editor\. -------------------------------------------------------------------------------- /doc_source/cinematics-track-view-nodes-environment.md: -------------------------------------------------------------------------------- 1 | # Environment Node 2 | 3 | You can use the **Environment** node to set the sun's longitude and latitude in a scene\. 4 | 5 | **To add an Environment node in the Track View** 6 | 7 | 1. In the Track View, right\-click either the sequence \(top node\) or the **Director** node in the tree as applicable, and then click **Add Environment Node**\. 8 | 9 | 1. For each of the keys listed below, click the applicable key listed under the **Environment** node\. 10 | 11 | 1. To position a key, double\-click the preferred location on its highlighted row in the timeline\. Double\-click the green marker, and then under **Key Properties**, enter a value for **Value**\. 12 | 13 | 14 | 15 | 16 | **Environment Node Key Properties** 17 | 18 | | Property | Description | 19 | | --- | --- | 20 | | Sun Longitude | Sets the sun's longitude\. | 21 | | Sun Latitude | Sets the sun's latitude\. | -------------------------------------------------------------------------------- /doc_source/cinematics-track-view-nodes-full-screen-intro.md: -------------------------------------------------------------------------------- 1 | # Full Screen Effect Nodes 2 | 3 | Full Screen Effect nodes create post\-processing effects for a sequence\. They are added by using the context menu for a Sequence or Director node\. 4 | 5 | **Topics** 6 | + [Radial Blur Node](cinematics-track-view-nodes-blur.md) 7 | + [Color Correction Node](cinematics-track-view-nodes-color-correction.md) 8 | + [Adding a Depth of Field Node](cinematics-track-view-nodes-dof.md) 9 | + [Screen Fader Node](cinematics-track-view-nodes-screen-fader.md) -------------------------------------------------------------------------------- /doc_source/cinematics-track-view-nodes-shadows.md: -------------------------------------------------------------------------------- 1 | # Shadows Setup Node 2 | 3 | You can use the **Shadows Setup** node to add or remove sun shadow maps over several frames in a sequence\. 4 | 5 | **To add a Shadows Setup node in the Track View** 6 | 7 | 1. In the **Track View**, right\-click the sequence \(top node\) or the **Director** node in the tree, and then choose **Add Shadows Setup Node**\. 8 | 9 | 1. Select the **GSMCache** key under the **ShadowsSetup** node\. 10 | 11 | 1. Double\-click to position the key on its highlighted row in the timeline\. -------------------------------------------------------------------------------- /doc_source/cinematics-trackview-nodes.md: -------------------------------------------------------------------------------- 1 | # Track View Editor Nodes 2 | 3 | The Track View offers a variety of nodes for specific purposes\. Anything part of the sequence is considered a *node*\. Nodes can be a reference to existing component entities or added to a sequence\. The top\-level node in the tree view is the sequence and all other nodes are listed below the sequence\. 4 | 5 | **Topics** 6 | + [Component Entities and Component Nodes](cinematics-track-view-nodes-component-entity.md) 7 | + [Comment Node](cinematics-track-view-nodes-comment.md) 8 | + [Console Variable Node](cinematics-track-view-nodes-cvar.md) 9 | + [Director \(Scene\) Node](cinematics-track-view-nodes-director.md) 10 | + [Environment Node](cinematics-track-view-nodes-environment.md) 11 | + [Event Node](cinematics-track-view-nodes-event.md) 12 | + [Material Node](cinematics-track-view-nodes-material.md) 13 | + [Shadows Setup Node](cinematics-track-view-nodes-shadows.md) 14 | + [Full Screen Effect Nodes](cinematics-track-view-nodes-full-screen-intro.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-administering-intro.md: -------------------------------------------------------------------------------- 1 | # Administering Cloud Canvas 2 | 3 | This section provides information for administering your Lumberyard project's AWS account and its use of the AWS cloud\. 4 | 5 | **Topics** 6 | + [Setting Up a Project to Use Resource Manager](cloud-canvas-rm-setup.md) 7 | + [Working with Deployments](cloud-canvas-ui-rm-deployments.md) 8 | + [Freeing Up AWS Resources](cloud-canvas-administration-aws-resource-cleanup.md) 9 | + [Understanding the Resource Manager Security System](cloud-canvas-rm-security.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-cgf-service-api-publishing-api-gateway.md: -------------------------------------------------------------------------------- 1 | # Publishing Your API 2 | 3 | Service API operations are implemented by [API Gateway](https://aws.amazon.com/api-gateway/), which has an open source serverless web application that you can use to create your own developer portal\. A developer portal on API Gateway empowers you to do the following: 4 | + List your API operations in catalog form\. 5 | + Allow programmers to sign up\. 6 | + Display documentation that helps programmers understand your API\. 7 | + Let programmers test your API and provide feedback\. 8 | + Grow a programmer ecosystem\. 9 | + Monetize your API and grow API product revenue\. 10 | 11 | For more information, see [Generate Your Own API Gateway Developer Portal](https://aws.amazon.com/blogs/compute/generate-your-own-api-gateway-developer-portal/)\. -------------------------------------------------------------------------------- /doc_source/cloud-canvas-cloud-gem-in-game-survey.md: -------------------------------------------------------------------------------- 1 | # In\-Game Survey Cloud Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This cloud Gem is deprecated and no longer supported\. Some functionality is broken because of its dependency on the Cloud Gem Portal, which was removed in Lumberyard 1\.28\. Documentation on this Gem from previous versions of Lumberyard can be found in the [Documentation Archive](https://docs.aws.amazon.com/lumberyard/latest/userguide/lumberyard-documentation-archive.html)\. | 9 | 10 | You can use the In\-Game Survey Cloud Gem to create surveys for your game and test them in the **InGameSurveySample**\. Your players can see active surveys and submit answers to them\. -------------------------------------------------------------------------------- /doc_source/cloud-canvas-cloud-gem-leaderboard.md: -------------------------------------------------------------------------------- 1 | # Leaderboard Cloud Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This cloud Gem is deprecated and no longer supported\. Some functionality is broken because of its dependency on the Cloud Gem Portal, which was removed in Lumberyard 1\.28\. Documentation on this Gem from previous versions of Lumberyard can be found in the [Documentation Archive](https://docs.aws.amazon.com/lumberyard/latest/userguide/lumberyard-documentation-archive.html)\. | 9 | 10 | You can use the Leaderboard cloud gem to create, view, and customize leaderboards by deleting scores, banning players, and removing bans\. -------------------------------------------------------------------------------- /doc_source/cloud-canvas-cloud-gem-message-of-the-day.md: -------------------------------------------------------------------------------- 1 | # Message Of The Day Cloud Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This cloud Gem is deprecated and no longer supported\. Some functionality is broken because of its dependency on the Cloud Gem Portal, which was removed in Lumberyard 1\.28\. Documentation on this Gem from previous versions of Lumberyard can be found in the [Documentation Archive](https://docs.aws.amazon.com/lumberyard/latest/userguide/lumberyard-documentation-archive.html)\. | 9 | 10 | You can use the Message of the Day Cloud Gem to schedule messages that your game consumes\. -------------------------------------------------------------------------------- /doc_source/cloud-canvas-cloud-gem-speech-recognition-intro.md: -------------------------------------------------------------------------------- 1 | # Speech Recognition Cloud Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This cloud Gem is deprecated and no longer supported\. Some functionality is broken because of its dependency on the Cloud Gem Portal, which was removed in Lumberyard 1\.28\. Documentation on this Gem from previous versions of Lumberyard can be found in the [Documentation Archive](https://docs.aws.amazon.com/lumberyard/latest/userguide/lumberyard-documentation-archive.html)\. | 9 | 10 | You can use the Speech Recognition Cloud Gem to add speech recognition and natural language processing to your Lumberyard game\. The Speech Recognition Cloud Gem uses the [Amazon Lex service](https://aws.amazon.com/lex/), which recognizes the intent of spoken player input so that your game can react accordingly\. Your players can use natural language and do not have to memorize or use specific phrases to initiate commands\. -------------------------------------------------------------------------------- /doc_source/cloud-canvas-game-play-design-guide-intro.md: -------------------------------------------------------------------------------- 1 | # Cloud Canvas Gameplay Design and Engineering Guide 2 | 3 | You can use Cloud Canvas's deployments, resource groups, and cloud gems \(provided by yourself or others\) to design and engineer the cloud connected features of your game\. 4 | 5 | **Topics** 6 | + [Cloud Canvas Tools in Lumberyard Editor](cloud-canvas-ui-intro.md) 7 | + [Managing Cloud Canvas Profiles](cloud-canvas-ui-credentials-manager.md) 8 | + [Using Resource Manager in Game Design](cloud-canvas-gpg-rm.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-gpg-rm.md: -------------------------------------------------------------------------------- 1 | # Using Resource Manager in Game Design 2 | 3 | You can use Cloud Canvas Resource Manager to make deployments active, test mappings, use protected deployments, and to delete deployments and resources\. 4 | 5 | For information, see the following links in the [Working with Deployments](cloud-canvas-ui-rm-deployments.md) section of the Cloud Canvas documentation\. 6 | + [Making a Cloud Canvas Deployment Active](cloud-canvas-ui-select-deployment.md) 7 | + [Testing Different Mappings](cloud-canvas-testing-different-mappings.md) 8 | + [Using Protected Deployments ](cloud-canvas-protected-deployments.md) 9 | + [Deleting Cloud Canvas Deployments and Their Resources](cloud-canvas-how-to-delete-deployments.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-rm-security.md: -------------------------------------------------------------------------------- 1 | # Understanding the Resource Manager Security System 2 | 3 | Cloud Canvas Resource Manager provides a robust set of features for securing your Amazon Lumberyard project and its cloud\-connected resources\. You can control the access to project resources of team members, players, Lambda functions, and specify other custom access control configuration for your project\. 4 | 5 | **Topics** 6 | + [Controlling Access to Resources](cloud-canvas-setting-access-permissions.md) 7 | + [Cloud Canvas Built\-In Roles and Policies](cloud-canvas-built-in-roles-and-policies.md) 8 | + [Player Identity](cloud-canvas-rm-security-player-identity.md) 9 | + [Using the Cloud Canvas Command Line to Manage Roles and Permissions](cloud-canvas-rm-security-lmbr-aws.md) 10 | + [Improve Security with a Custom Domain Name](cloud-canvas-setup-custom-domain-name.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-rm-setup.md: -------------------------------------------------------------------------------- 1 | # Setting Up a Project to Use Resource Manager 2 | 3 | After initializing Cloud Canvas Resource Manager so that your Amazon Lumberyard project can use AWS, you can use Resource Manager to configure the stacks for your project\. 4 | 5 | **Topics** 6 | + [Initializing Cloud Canvas Resource Manager](cloud-canvas-ui-rm-initialize.md) 7 | + [Working with Project Stacks](cloud-canvas-ui-rm-project-stack.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-soft-eng-intro.md: -------------------------------------------------------------------------------- 1 | # Cloud Canvas Software Engineering Guide 2 | 3 | This section provides in\-depth information for Cloud Canvas Resource Manager and the cloud gem framework\. 4 | 5 | **Topics** 6 | + [Resource Manager in Depth](cloud-canvas-resource-manager-in-depth.md) 7 | + [Cloud Gem Framework](cloud-canvas-cloud-gem-framework-intro.md) -------------------------------------------------------------------------------- /doc_source/cloud-canvas-ui-rm-progress-log.md: -------------------------------------------------------------------------------- 1 | # Viewing the Cloud Canvas Progress Log 2 | 3 | The **Cloud Canvas Resource Manager** **Progress log** shows the progress of AWS CloudFormation stack updates\. During the update, the progress log expands from the bottom of the detail pane to display the progress of the update\. You can adjust the amount of space the log uses by dragging the divider line between the panes\. 4 | 5 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/cloud_canvas/cloud-canvas-ui-rm-progress-log-resource-groups.png) 6 | 7 | To hide the progress log, drag the divider downward\. -------------------------------------------------------------------------------- /doc_source/component-animgraph-netsync.md: -------------------------------------------------------------------------------- 1 | # Anim Graph Net Sync 2 | 3 | The [AnimGraph](component-animgraph.md) component, which adds an animation graph and motion set to a character, does not automatically synchronize its parameters across the network\. Lumberyard's [GridMate networking system](network-intro.md) provides a server an authoritative way of replicating these parameters\. This replication enables the movements of a character on a server to be mirrored on all of the clients that are connected to the server\. 4 | 5 | To implement the replication, use Lumberyard's **Anim Graph Net Sync** component, which is included with the [EMotion FX Animation](gems-system-gem-emotionfx-animation.md) gem\. The **Anim Graph Net Sync** component requires the [Network Binding](component-network-binding.md) component and can be added to any entity that has the **AnimGraph** component\. 6 | 7 | For more information, see [Synchronizing Animations Across a Network](network-synchronizing-animation.md)\. -------------------------------------------------------------------------------- /doc_source/component-animgraph.md: -------------------------------------------------------------------------------- 1 | # AnimGraph 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This feature is in [preview](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#preview) release and is subject to change\. | 9 | 10 | You can use the **AnimGraph** component to add an animation graph and motion set to your character\. Add this component to the [Actor](component-actor.md) component to control character behavior from an animation graph\. For single motions, see the [Simple Motion](component-simple-motion.md) component\. 11 | 12 | ## AnimGraph Component Properties 13 | 14 | The **AnimGraph** component has the following properties: 15 | 16 | **Anim graph** 17 | Lets you select the animation graph that was created in the Animation Editor\. 18 | 19 | **Motion set asset** 20 | Lets you select the motion set that was created in the Animation Editor\. 21 | 22 | **Active motion set** 23 | Lets you select the motion set that was created in the Animation Editor\. 24 | 25 | **Parameters** 26 | Displays the parameters that were created with the Animation Graph\. -------------------------------------------------------------------------------- /doc_source/component-audio-proxy.md: -------------------------------------------------------------------------------- 1 | # Audio Proxy 2 | 3 | The **Audio Proxy** component is a required dependency if you add multiple audio components to an entity\. It acts as a proxy audio object wrapped in a component\. For example, if you have an audio trigger component and an audio rtpc component on the same entity, they communicate to the same audio object using this audio proxy component\. -------------------------------------------------------------------------------- /doc_source/component-entity-inspector-customize-icon.md: -------------------------------------------------------------------------------- 1 | # Customizing the Entity Icon 2 | 3 | The default icon for an entity without any added components is the **Transform** \( ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/component/entity_system/entity-inspector-transform-icon.png)\) component's icon\. When you add another component, the icon changes to the first component that you add to that entity\. 4 | 5 | You can also specify your own icon\. 6 | 7 | **To customize an entity icon** 8 | 9 | 1. In the **Entity Inspector**, click the icon image at the top\. 10 | 11 | 1. Choose **Set custom icon**\. 12 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/component/entity_system/component-working-customize.png) 13 | 14 | 1. Select an icon from your game project directory\. -------------------------------------------------------------------------------- /doc_source/component-entity-system-pg-registering-your-component.md: -------------------------------------------------------------------------------- 1 | # Registering Your Component 2 | 3 | You register a component during application startup\. You implement the registration in the `AZ::Module class` of the module in which the component is written\. 4 | 5 | The following example module creates descriptors for the components that are declared within the module\. 6 | 7 | ``` 8 | //MyModule.cpp 9 | 10 | MyModule::MyModule() 11 | { 12 | // Create descriptors for components declared within this module. 13 | m_descriptors.insert(m_descriptors.end(), { 14 | MyComponent::CreateDescriptor(), 15 | }); 16 | } 17 | ``` 18 | 19 | For more information, see the [The Module Class](az-module-parts.md#az-module-parts-module-class) section of the [Using AZ Modules to Initialize Gems](az-modules-intro.md)\. -------------------------------------------------------------------------------- /doc_source/component-entity-system-reflection-intro.md: -------------------------------------------------------------------------------- 1 | # Reflecting Lumberyard Classes, Methods, and EBus Interfaces 2 | 3 | You can use Lumberyard's reflection system to expose runtime code for C\+\+\-based objects, for Lumberyard Editor, and for scripting\. 4 | 5 | Lumberyard provides the following reflection contexts for these purposes: 6 | + [Serialization Context](component-entity-system-reflection-serialization-context.md) – Provides persistence for C\+\+ based objects through reflection for serialization\. 7 | + [Edit Context](component-entity-system-reflection-edit-context.md) – Enhances the serialization context to enable manipulation of data by Lumberyard Editor\. 8 | + [Behavior Context](component-entity-system-reflection-behavior-context.md) – Provides reflection for Lumberyard's [Script Canvas](script-canvas-intro.md) and for scripting languages like Lua\. 9 | 10 | All these reflection systems use a C\+\+ [builder design pattern](https://en.wikipedia.org/wiki/Builder_pattern)\. -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-dither.md: -------------------------------------------------------------------------------- 1 | # Dither Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-invert.md: -------------------------------------------------------------------------------- 1 | # Invert Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-levels.md: -------------------------------------------------------------------------------- 1 | # Levels Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-mixer.md: -------------------------------------------------------------------------------- 1 | # Gradient Mixer 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-posterize.md: -------------------------------------------------------------------------------- 1 | # Posterize Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-smooth-step.md: -------------------------------------------------------------------------------- 1 | # Smooth\-Step Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-threshold.md: -------------------------------------------------------------------------------- 1 | # Threshold Gradient Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradient-modifiers-transform.md: -------------------------------------------------------------------------------- 1 | # Gradient Transform Modifier 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-altitude.md: -------------------------------------------------------------------------------- 1 | # Altitude Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-constant.md: -------------------------------------------------------------------------------- 1 | # Constant Gradient -------------------------------------------------------------------------------- /doc_source/component-gradients-image.md: -------------------------------------------------------------------------------- 1 | # Image Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-perlin-noise.md: -------------------------------------------------------------------------------- 1 | # Perlin Noise Gradient -------------------------------------------------------------------------------- /doc_source/component-gradients-random-noise.md: -------------------------------------------------------------------------------- 1 | # Random Noise Gradient -------------------------------------------------------------------------------- /doc_source/component-gradients-reference.md: -------------------------------------------------------------------------------- 1 | # Reference Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-shape-falloff.md: -------------------------------------------------------------------------------- 1 | # Shape Falloff Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-slope.md: -------------------------------------------------------------------------------- 1 | # Slope Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-gradients-surface-mask.md: -------------------------------------------------------------------------------- 1 | # Surface Mask Gradient 2 | 3 | -------------------------------------------------------------------------------- /doc_source/component-instantiating-slice.md: -------------------------------------------------------------------------------- 1 | # Instantiating a Slice 2 | 3 | Loading an instance of a slice in your level is called instantiating a slice\. 4 | 5 | **To instantiate a slice** 6 | + Do one of the following: 7 | + In the viewport, right\-click and choose **Instantiate slice**\. In the **Pick Slice** dialog box, select a slice, and then click **OK**\. 8 | + Drag a slice asset from the [**Asset Browser**](asset-browser-intro.md) into the viewport\. The slice is instantiated at the drop location\. -------------------------------------------------------------------------------- /doc_source/component-lua-script.md: -------------------------------------------------------------------------------- 1 | # Lua Script 2 | 3 | You can use the **Lua Script** component to add arbitrary Lua logic to an entity in the form of a Lua script\. For information on the **Lua Script** component and writing Lua scripts, see [Writing Lua Scripts](lua-scripting-intro.md)\. -------------------------------------------------------------------------------- /doc_source/component-network-binding.md: -------------------------------------------------------------------------------- 1 | # Network Binding 2 | 3 | The **Network Binding** component marks an entity as able to be replicated across the network\. It interfaces with the NetBindable interface in order to call the functions specified there\. -------------------------------------------------------------------------------- /doc_source/component-script-canvas.md: -------------------------------------------------------------------------------- 1 | # Script Canvas 2 | 3 | Use the **Script Canvas** component to add a script to an entity\. 4 | 5 | ## Script Canvas Component Properties 6 | 7 | The **Script Canvas** component has the following properties: 8 | 9 | **Script Canvas Asset** 10 | Specify the script file that you want to add to the component\. -------------------------------------------------------------------------------- /doc_source/component-slice-reloading.md: -------------------------------------------------------------------------------- 1 | # Slice Reloading 2 | 3 | Slices support runtime reloading\. If a slice has changed for any reason—such as a data push operation, retrieval from source control, or manual edit—Lumberyard Editor reloads the slice asset\. Lumberyard Editor also recalculates any slice instances that were affected by the change\. -------------------------------------------------------------------------------- /doc_source/component-working.md: -------------------------------------------------------------------------------- 1 | # Working with Components 2 | 3 | You can use the component entity system tools to create entities and add components to them\. Before you can work with components, you must [create an entity](creating-entity.md)\. 4 | 5 | **Topics** 6 | + [Adding Components to an Entity](component-working-adding.md) 7 | + [Managing Components](creating-adding-components.md) 8 | + [Editing Component Properties](editing-component-properties.md) 9 | + [Disabling and Enabling Components on Entities](enabling-disabling-components.md) 10 | + [Editing Components in the Viewport](edit-mode-for-components.md) 11 | + [Using Manipulators](component-manipulators-using.md) 12 | + [Working with the Viewport Interaction Model](working-with-viewport-interaction-model.md) -------------------------------------------------------------------------------- /doc_source/cpp-best-practices-lumberyard.md: -------------------------------------------------------------------------------- 1 | # C\+\+ Best Practices for Amazon Lumberyard 2 | 3 | The following topics present some best practice coding patterns that Lumberyard engineers have found helpful for writing high quality code\. Because of the complexity of C\+\+ and the variety of ways it is used in Lumberyard, consider these guidelines as suggestions rather than a formal standard\. 4 | 5 | **Topics** 6 | + [Memory Management](cpp-best-practices-lumberyard-memory-management.md) 7 | + [Use AzCore Standard Containers](cpp-best-practices-lumberyard-use-azcore-standard-containers.md) 8 | + [Tracing](cpp-best-practices-lumberyard-tracing.md) -------------------------------------------------------------------------------- /doc_source/demo-video-capture-intro.md: -------------------------------------------------------------------------------- 1 | # Demo and Video Capture 2 | 3 | This section contains information about recording videos for benchmarking\. Capturing audio and video is also discussed, using either the **Perspective** viewport in Lumberyard Editor or in game mode using the launcher\. 4 | 5 | **Topics** 6 | + [Capturing Video and Audio](demo-video-capture-av.md) 7 | + [Recording Time Demos](recording-time-demos.md) -------------------------------------------------------------------------------- /doc_source/disable-blur-node.md: -------------------------------------------------------------------------------- 1 | # Disable Blur 2 | 3 | Disables the blur filter\. 4 | 5 | To enable the effect, see [Enable Blur](enable-blur-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-filter-blur-node-input) 9 | + [Outputs](#disable-blur-node-output) 10 | 11 | ![\[disablefilterblurnode, disablefilterblur, disablegaussianblur\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-blur-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-color-correction-node.md: -------------------------------------------------------------------------------- 1 | # Disable Color Correction 2 | 3 | Disables color correction parameters\. 4 | 5 | To enable the effect, see [Enable Color Correction](enable-color-correction-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-color-correction-node-input) 9 | + [Outputs](#disable-color-correction-node-output) 10 | 11 | ![\[disablecolorcorrection, disablecolorcorrectionnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-color-correction-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-depth-of-field-node.md: -------------------------------------------------------------------------------- 1 | # Disable Depth of Field 2 | 3 | Disables the depth of field effect\. 4 | 5 | To enable the effect, see [Enable Depth of Field](enable-depth-of-field-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-depth-of-field-note-input) 9 | + [Outputs](#disable-depth-of-field-note-output) 10 | 11 | ![\[disabledofnode, disabledof, disabledepthoffield\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-depth-of-field-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-directional-blur-node.md: -------------------------------------------------------------------------------- 1 | # Disable Directional Blur 2 | 3 | Disables the directional blur filter\. 4 | 5 | To enable the effect, see [Enable Directional Blur](enable-directional-blur-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-directional-blur-note-input) 9 | + [Outputs](#disable-directional-blur-node-output) 10 | 11 | ![\[disabledirectionalblur, disabledirectionalblurnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-directional-blur-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-frost-node.md: -------------------------------------------------------------------------------- 1 | # Disable Frost 2 | 3 | Disables spots of frost on the screen\. 4 | 5 | To enable the effect, see [Enable Frost](enable-frost-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-frost-note-input) 9 | + [Outputs](#disable-frost-node-output) 10 | 11 | ![\[disablefrost, disablefrostnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-frost-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-ghosting-node.md: -------------------------------------------------------------------------------- 1 | # Disable Ghosting 2 | 3 | Disables ghosting effects\. 4 | 5 | To enable the effect, see [Enable Ghosting](enable-ghosting-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-ghosting-note-input) 9 | + [Outputs](#disable-ghosting-node-output) 10 | 11 | ![\[disableghosting, disableghostingnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-ghosting-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-radial-blur-node.md: -------------------------------------------------------------------------------- 1 | # Disable Radial Blur 2 | 3 | Disables the radial blur effect\. 4 | 5 | To enable the effect, see [Enable Radial Blur](enable-radial-blur-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-radial-blur-note-input) 9 | + [Outputs](#disable-radial-blur-node-output) 10 | 11 | ![\[disableradialblur, disableradialblurnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-radial-blur-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-rain-drops-node.md: -------------------------------------------------------------------------------- 1 | # Disable Rain Drops 2 | 3 | Disables the raindrop effects\. 4 | 5 | To enable the effect, see [Enable Rain Drops](enable-rain-drops-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-rain-drops-note-input) 9 | + [Outputs](#disable-rain-drops-node-output) 10 | 11 | ![\[disableraindrops, disableraindropsnode, disableraindrops, disablerain\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-rain-drops-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-sharpen-node.md: -------------------------------------------------------------------------------- 1 | # Disable Sharpen 2 | 3 | Disables the sharpen filter\. 4 | 5 | To enable the effect, see [Enable Sharpen](enable-sharpen-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-sharpen-note-input) 9 | + [Outputs](#disable-sharpen-node-output) 10 | 11 | ![\[disablesharpenfilter, disablesharpenfnode, disablesharpen\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-sharpen-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-visual-artifacts-node.md: -------------------------------------------------------------------------------- 1 | # Disable Visual Artifacts 2 | 3 | Disables the visual artifact effects\. 4 | 5 | To enable the effect, see [Enable Visual Artifacts](enable-visual-artifacts-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-visual-artifacts-note-input) 9 | + [Outputs](#disable-visual-artifacts-node-output) 10 | 11 | ![\[disablevisualartifactsnode, disableartifactsnode, disablevisualartiffacts\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-visual-artifacts-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-volumetric-scattering-node.md: -------------------------------------------------------------------------------- 1 | # Disable Volumetric Scattering 2 | 3 | Disables volumetric effects\. 4 | 5 | To enable the effect, see [Enable Volumetric Scattering](enable-volumetric-scattering-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-volumetric-scattering-note-input) 9 | + [Outputs](#disable-volumetric-scattering-node-output) 10 | 11 | ![\[disablevolumetricscattering, disablevolumetricscatteringnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-volumetric-scattering-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-water-droplets-node.md: -------------------------------------------------------------------------------- 1 | # Disable Water Droplets 2 | 3 | Disables water droplet effects\. 4 | 5 | To enable the effect, see [Enable Water Droplets](enable-water-droplets-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-water-droplets-node-input) 9 | + [Outputs](#disable-water-droplets-node-output) 10 | 11 | ![\[disablewaterdropletsnode, disablewaterdroplets\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-water-droplets-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the effect is finished\. | -------------------------------------------------------------------------------- /doc_source/disable-water-flow-node.md: -------------------------------------------------------------------------------- 1 | # Disable Water Flow 2 | 3 | Disables water flow effects\. 4 | 5 | To enable the effect, see [Enable Water Flow](enable-water-flow-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#disable-water-flow-note-input) 9 | + [Outputs](#disable-water-flow-node-output) 10 | 11 | ![\[disablewaterflow, disablewaterflownode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-disable-water-flow-node.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/emitter-curve-editor.md: -------------------------------------------------------------------------------- 1 | # Using the Curve Editor in the Particle Editor 2 | 3 | Use the ****Curve Editor**** to edit the attribute values over the emitter and particle lifetimes\. **Strength Over Emitter Life** is active only if you have an emitter lifetime that is greater than zero\. 4 | 5 | ![\[Curve Editor in the Particle Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-curves.png) 6 | 7 | **To edit the curves** 8 | 9 | 1. In the ****Curve Editor****, double\-click along the curve timeline to add a key\. 10 | 11 | 1. Click and drag the keyframe to the preferred value and shape\. -------------------------------------------------------------------------------- /doc_source/enable-blur-node.md: -------------------------------------------------------------------------------- 1 | # Enable Blur 2 | 3 | Sets the blur filter, which uses Gaussian blur\. 4 | 5 | To disable the effect, see [Disable Blur](disable-blur-node.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#enable-blur-node-input) 9 | + [Outputs](#enable-blur-node-output) 10 | 11 | ![\[enablefilterblurnode, enablefilterblur\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-enable-blur-node.png) 12 | 13 | **Example** 14 | 15 | ![\[Use the Enable Blur node to blur the screen for your game.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/enable-blur-node-example.png) 16 | 17 | ## Inputs 18 | 19 | 20 | **** 21 | 22 | | Pin | Type | Description | 23 | | --- | --- | --- | 24 | | In | Event | Triggers the node\. | 25 | | Amount | Number | Amount of blurring\. | 26 | 27 | ## Outputs 28 | 29 | 30 | **** 31 | 32 | | Pin | Type | Description | 33 | | --- | --- | --- | 34 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/enabling-viewport-interaction-model.md: -------------------------------------------------------------------------------- 1 | # Enabling Viewport Interaction Model 2 | 3 | By default, the Viewport Interaction Model isn't enabled for the editor\. You can enable it from the **Global Preferences** window\. 4 | 5 | **To enable the Viewport Interaction Model** 6 | 7 | 1. In Lumberyard Editor, choose **Edit**, **Editor Settings**, **Global Preferences** to open the **Preferences** window\. 8 | 9 | 1. Select **Enable New Viewport Interaction Model \(EXPERIMENTAL\)**\. 10 | 11 | 1. Restart Lumberyard Editor\. 12 | 13 | 1. Open a level and, in the **Asset Browser**, select and drag two assets into the viewport\. 14 | 15 | 1. In the viewport, select an entity\. A manipulator appears on the entity\. The entity is locked for editing\. If you click another entity in the viewport, the first entity remains selected\. 16 | 17 | Use the following shortcuts on a selected entity\. 18 | **** 19 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/enabling-viewport-interaction-model.html) -------------------------------------------------------------------------------- /doc_source/enviro-lighting-intro.md: -------------------------------------------------------------------------------- 1 | # Environment Lighting 2 | 3 | Lumberyard uses physically based lighting and shading models to implement global illumination and environment lighting\. 4 | 5 | For information about the Light entity and the Environment Probe entity used in environment lighting, see [Light Entities](https://docs.aws.amazon.com/lumberyard/latest/legacyreference/entities-entity-light.html)\. 6 | 7 | For information about using the Time of Day Editor to simulate the changing lighting effects caused by the sun moving across the sky, see [Creating Time of Day Sky Effects](sky-tod-intro.md)\. 8 | 9 | **Topics** 10 | + [Illuminance and Auto Exposure Key](enviro-lighting-luminance-scene-key.md) 11 | + [HDR Settings](enviro-lighting-hdr-tone-mapping.md) 12 | + [Global Environment Lighting](enviro-lighting-global.md) 13 | + [Local Environment Lighting](enviro-lighting-local.md) -------------------------------------------------------------------------------- /doc_source/finding-materials-by-name.md: -------------------------------------------------------------------------------- 1 | # Finding the Material Name 2 | 3 | You can specify material names to reference for nodes in the **Script Canvas** editor\. The material name is generally the path that starts at the top asset directory but without the `.mtl` file name extension\. 4 | 5 | **To find the material name** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Material Editor**\. 8 | 9 | 1. In the **Material Editor**, navigate to the material file\. 10 | 11 | 1. Right\-click the material file and choose **Copy Path to Clipboard**\. This copies the path to the file\. 12 | **Example** 13 | 14 | In the Samples Project, the material name for `logo_white.mtl` is `materials/gettingstartedmaterials/logo_white`\. 15 | ![\[Find material names in the Material Editor in Lumberyard Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-material-editor-material-name.png) -------------------------------------------------------------------------------- /doc_source/game-build-custom-game-icons.md: -------------------------------------------------------------------------------- 1 | # Adding Custom Game Icons 2 | 3 | You can add a custom icon that appears in the top left title bar window of your game\. 4 | 5 | **To add a custom game icon** 6 | 7 | 1. Create an icon and name it `default_icon`\. You can save it in `.tif`, `.png`, `.tga`, or `.bmp` format\. 8 | 9 | 1. Save the icon file to your game's `\textures` directory\. -------------------------------------------------------------------------------- /doc_source/gems-lightning-arc-sample.md: -------------------------------------------------------------------------------- 1 | # Using the LightingArc Sample 2 | 3 | The LightningArc Sample uses the LightningArc gem to demonstrate the various prescripted arc types\. 4 | 5 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/shared-gem-sample-lightning-arc-example-animation.gif) 6 | 7 | **Topics** 8 | + [Enabling the Lightning Gem](gems-system-gem-lightning-arc-enabling.md) 9 | + [Placing Lightning Arc](gems-system-gem-lightning-arc-placing.md) 10 | + [Configuring the Lightning Arc](gems-system-gem-lightning-arc-configuring.md) 11 | + [Customizing a Lightning Arc Preset](gems-system-gem-lightning-arc-presets.md) -------------------------------------------------------------------------------- /doc_source/gems-system-gem-aws.md: -------------------------------------------------------------------------------- 1 | # Cloud Canvas Gem 2 | 3 | The Cloud Canvas Gem enables you to use Cloud Canvas visual scripting to AWS services\. With Cloud Canvas you can build connected game features that use Amazon DynamoDB \(DynamoDB\), Amazon Lambda, Amazon Simple Storage Service \(Amazon S3\), Amazon Cognito, Amazon Simple Notification Service \(Amazon SNS\), and Amazon Simple Queue Service \(Amazon SQS\)\. You can also create cloud\-hosted features such as daily gifts, in\-game messages, leaderboards, notifications, server\-side combat resolution, and asynchronous multiplayer gameplay \(e\.g\. card games, word games, ghost racers, etc\.\)\. Cloud Canvas eliminates the need for you to acquire, configure, or operate host servers yourself, and reduces or eliminates the need to write server code for your connected gameplay features\. 4 | 5 | AWS services accessed via Cloud Canvas may be subject to separate charges and additional terms\. For more information, see [Implementing Connected Features with Cloud Canvas](cloud-canvas-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-camera.md: -------------------------------------------------------------------------------- 1 | # Camera Framework Gem 2 | 3 | The Camera and Camera Framework Gems are a base upon which you can build more complex camera systems\. This gem contains the [Camera](component-camera.md) and the [Camera Rig](component-camera-rig.md), which work together to define a basic camera and its control rig\. You can customize the camera rig component through three different behaviors: 4 | + Target acquiring behavior 5 | + Target transform modifying behaviors 6 | + Final camera transform modifying behaviors -------------------------------------------------------------------------------- /doc_source/gems-system-gem-chatplay.md: -------------------------------------------------------------------------------- 1 | # ChatPlay Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | The ChatPlay Gem is deprecated and will be removed in a future version of Lumberyard\. It has been replaced by the [Twitch Chat API Gem](https://docs.aws.amazon.com/lumberyard/latest/userguide/gem-twitch-chatplay.html)\. | 9 | 10 | The Twitch ChatPlay Gem provides a flexible framework to create customized game interactions between broadcasters and spectators on Twitch, the world’s leading social video platform and community for gamers\. Twitch ChatPlay includes support for chat commands, polls, and surveys that can be triggered by Twitch viewers through the Twitch chat channel\. 11 | 12 | For example, you can create a chat command `#cheer` that triggers celebration animations in your game\. 13 | 14 | ## Additional Links 15 | + [Intro to ChatPlay](https://docs.aws.amazon.com/lumberyard/latest/userguide/chatplay-intro.html) -------------------------------------------------------------------------------- /doc_source/gems-system-gem-cloud.md: -------------------------------------------------------------------------------- 1 | # Sky Clouds Gem 2 | 3 | The Sky Clouds gem creates realistic and detailed cloud and weather effects in your game levels\. You can create clouds with either simple, sprite\-based shading, or more complex, voxelized 3D volume shading\. 4 | 5 | To enable the Sky Clouds gem for your project, see [Add modular features and assets with Gems](gems-system-gems.md)\. 6 | 7 | For more information about creating and placing clouds in your level, see [Sky Cloud](component-sky-cloud.md)\. 8 | 9 | For more information about working with clouds, including setting cloud shading parameters, adding 3D cloud shadows, and creating 3D cloud templates, see [Adding Clouds](weather-clouds-intro.md)\. 10 | 11 | **Example** 12 | 13 | ![\[Example clouds from the Sky Clouds gem in Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems-system-gem-clouds.png) -------------------------------------------------------------------------------- /doc_source/gems-system-gem-game-effect.md: -------------------------------------------------------------------------------- 1 | # GameEffect Gem 2 | 3 | The Game Effect System Gem provides fundamentals for creating and managing the visual effects of the Lightning Arc Gem\. If you install the [Lightning Arc Gem](gems-system-gem-lightning-arc.md), you must also install the Game Effect System Gem\. The Lightning Arc Gem is the only Lumberyard gem that is dependent on the Game Effect System Gem\. 4 | 5 | -------------------------------------------------------------------------------- /doc_source/gems-system-gem-graphics-scripting.md: -------------------------------------------------------------------------------- 1 | # Graphics Scripting 2 | 3 | The Graphics Scripting gem enables graphics features in your scripts\. With the gem enabled, you can use Script Canvas or Lua to write scripts to control features such as full screen effects, color correction, environment settings, shadow calculations, and more\. 4 | 5 | ![\[Enable the Graphics Scripting gem to add support for Script Canvas nodes.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-graphics-scripting.png) 6 | 7 | To use the Graphics Scripting gem, you must also enable the [Script Canvas](gems-system-gem-script-canvas.md) gem\. The [LmbrCentral Gem](gems-system-gem-lmbr-central.md) gem, which is also required, is enabled by default and includes material scripting controls and the **[High Quality Shadow](component-high-quality-shadow.md)** component\. 8 | 9 | To enable gems, see [Enabling Gems](gems-system-using-project-configurator.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-hmd.md: -------------------------------------------------------------------------------- 1 | # HMD Framework Gem 2 | 3 | Use the HMD Framework Gem to provide the developmental framework for managing VR devices in Lumberyard\. You must enable this gem when you enable any other [VR Gem](gems-system-gem-virtualreality.md), such as [NullVR](gems-system-gem-nullvr.md), Oculus, and OpenVR\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-image-processing.md: -------------------------------------------------------------------------------- 1 | # Image Processing 2 | 3 | The Image Processing gem enables the Texture Settings Editor, which you can use to customize and process image files and textures\. 4 | 5 | ![\[Enable the Image Processing gem to use the Texture Settings Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gems-system-gem-image-processing.png) 6 | 7 | For more information, see [Texture Settings Editor](texture-settings-editor.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-input.md: -------------------------------------------------------------------------------- 1 | # Input Management Framework Gem 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | The Input Management Framework Gem is in [preview](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#preview) release and is subject to change\. | 9 | 10 | The Input Management Framework gem provides a framework for managing cross\-platform game input such as keyboard, controller, and touch in Lumberyard with the component entity system\. 11 | 12 | ![\[Enable the Input Management Framework gem for the Input component.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/input-management-framework-gem.png) 13 | 14 | The gem works with the [Starting Point Input](gems-system-starting-point-input.md) gem, which supplies the processed raw input\. The Input Management Framework gem then takes that input and converts it to user\-defined gameplay events with the **[Input](component-input.md)** component\. 15 | 16 | For an example, see [Working with the Input Component](working-with-the-input-component.md)\. 17 | 18 | For more information, see [Input in Amazon Lumberyard](input-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-lightning-arc-enabling.md: -------------------------------------------------------------------------------- 1 | # Enabling the Lightning Gem 2 | 3 | You enable the Lightning gem from the **Project Configurator**\. You must also enable the Game Effect Gem, as the Lightning Gem requires it\. You can see the dependencies for gems in the **Project Configurator**\. For more information, see [Creating Lumberyard projects](configurator-intro.md)\. 4 | 5 | To enable the Lightning gem, see [Enabling Gems](gems-system-using-project-configurator.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-lightning-arc.md: -------------------------------------------------------------------------------- 1 | # Lightning Arc Gem 2 | 3 | The Lightning Arc Gem creates realistic electric arcing and sparking effects between points in a level\. 4 | 5 | While active, the entity sparks a new electrical arc to the assigned target entities randomly\. The entity is able to trigger new sparks in either game mode or in **AI/Physics** mode\. 6 | 7 | ![\[Add the Lightning Arc gem to your game to enable lightning effects.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gems-system-gem-lightning-arc-new.png) -------------------------------------------------------------------------------- /doc_source/gems-system-gem-lmbr-central.md: -------------------------------------------------------------------------------- 1 | # LmbrCentral Gem 2 | 3 | The LmbrCentral gem contains required code and assets for running Lumberyard features, such as animation, audio, Lumberyard Editor, rendering, scripting, and so on\. 4 | 5 | ![\[The LmbrCentral gem for Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-gem-lmbrcentral.png) 6 | 7 | **Note** 8 | The LmbrCentral gem is required and enabled by default for Lumberyard projects\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-lyshine.md: -------------------------------------------------------------------------------- 1 | # LyShine 2 | 3 | The LyShine gem enables Lumberyard's in\-game UI system\. With the UI system, you can create dynamic user interfaces for your games\. 4 | 5 | ![\[The LyShine gem enables Lumberyard to use the in-game UI system.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-gem-lyshine.png) 6 | 7 | **Note** 8 | The LyShine gem is required and enabled by default in new Lumberyard projects\. 9 | 10 | For more information, see [Creating and Customizing Project User Interfaces](ui-editor-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-maestro.md: -------------------------------------------------------------------------------- 1 | # Maestro Gem 2 | 3 | The Maestro gem enables Lumberyard's cinematic sequence system\. With the cinematic sequence system, you can create cutscenes for your games with the Track View and render them as a series of frames and/or a movie in the editor and during gameplay\. 4 | 5 | ![\[The Maestro gem enables Lumberyard to use the cinematics system with the Track View.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-gem-maestro.png) 6 | 7 | **Note** 8 | The Maestro gem is required and enabled by default in new Lumberyard projects\. 9 | 10 | For more information, see [Create cinematic sequences](cinematics-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-multiplayer.md: -------------------------------------------------------------------------------- 1 | # Multiplayer Gem 2 | 3 | The Multiplayer Gem makes it easy for you to add some basic network functionality to your games without digging too deeply into specific details or customization\. To make this possible, Lumberyard has created a Multiplayer Lobby component and CVars for general networking use\. 4 | 5 | You can also use the [Multiplayer sample project](sample-project-multiplayer-enhanced.md) for an example of how to build and structure multiplayer games that use the various features of the [GridMate networking](network-intro.md) library\. 6 | 7 | For more information about networking in Lumberyard, see [Using Lumberyard Networking](network-intro.md)\. 8 | 9 | **Topics** 10 | + [The Multiplayer Lobby Component](gems-system-gem-multiplayer-lobby-component.md) 11 | + [Multiplayer Gem CVars](gems-system-gem-multiplayer-cvars.md) -------------------------------------------------------------------------------- /doc_source/gems-system-gem-physx-characters.md: -------------------------------------------------------------------------------- 1 | # PhysX Characters 2 | 3 | The PhysX Characters gem provides physics for your characters in your game\. The gem integrates with the EMotion FX **Animation Editor** system\. 4 | 5 | ![\[PhysX Characters gem in Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/physx/gems-system-physx-characters.png) 6 | 7 | **Note** 8 | To enable the PhysX Characters gem, you must first enable the [PhysX](gems-system-gem-physx.md) gem\. 9 | 10 | The PhysX Characters gem adds the following components: 11 | + **[PhysX Character Controller](component-physx-character-controller.md)** 12 | + **[PhysX Ragdoll](component-physx-ragdoll.md)** 13 | 14 | For more information, see [Simulating physics behavior with the PhysX system](physx-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-physx.md: -------------------------------------------------------------------------------- 1 | # PhysX 2 | 3 | Lumberyard's PhysX system acts upon entities to create realistic physical effects such as collision detection and rigid body dynamics simulation\. Enable the PhysX gem to use the PhysX system for your game project\. 4 | 5 | ![\[PhysX gem in Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gems-system-physx.png) 6 | 7 | For more information, see [Simulating physics behavior with the PhysX system](physx-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-scene-processing.md: -------------------------------------------------------------------------------- 1 | # Scene Processing Gem 2 | 3 | Use the Scene Processing gem to specify the default settings for processing scene files such as `.fbx` for your games\. For example, you can use the FBX Settings tool to specify the file types and settings that you want for your `.fbx` files\. Asset Processor then processes the files so that they are available in the **Asset Browser**\. 4 | 5 | ![\[The Scene Processing gem enables Lumberyard to process scene files such for your game.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gem-system-gem-sceneprocessing.png) 6 | 7 | **Note** 8 | The Scene Processing gem is required and enabled by default for Lumberyard projects\. 9 | 10 | For information about working with file types and settings, see [Customize FBX asset export with FBX Settings](fbx-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-script-canvas.md: -------------------------------------------------------------------------------- 1 | # Script Canvas Gem 2 | 3 | The Script Canvas gem enables Lumberyard's visual scripting environment\. With the gem enabled, you can use the **Script Canvas** editor to create game logic without needing to write your own code\. 4 | 5 | ![\[Enable the Script Canvas gem for your game project to enable the Script Canvas editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-gem-script-canvas.png) 6 | 7 | To enable gems, see [Enabling Gems](gems-system-using-project-configurator.md)\. 8 | 9 | For more information about working with Script Canvas graphs, see [Creating Gameplay with Script Canvas](script-canvas-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-scripted-tweener.md: -------------------------------------------------------------------------------- 1 | # Scripted Entity Tweener Gem 2 | 3 | The Scripted Entity Tweener gem animates entities in Lumberyard and is particularly useful and powerful for your game UI entities\. For more information, see [Scripted Tweener Entity System](ui-animating-tweener.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-slice-favorites.md: -------------------------------------------------------------------------------- 1 | # Slice Favorites 2 | 3 | With the **Slice Favorites** gem, you can flag a slice as a favorite in the **Asset Browser**\. 4 | 5 | After you create a slice favorite, you can easily access and instantiate it into your scenes from the **Entity Outliner**\. 6 | 7 | ![\[Use the Project Configurator to enable the Slice Favorites gem.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gems-system-gem-slice-favorites.png) 8 | 9 | For more information, see [Slice Favorites](component-slice-favorites.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-uibasics.md: -------------------------------------------------------------------------------- 1 | # UiBasics Gem 2 | 3 | The UiBasics Gem is a collection of assets to be used as defaults with the Lumberyard UI Editor, including basic UI prefabs \(image, text, button, and text input\) and the textures that those prefabs require\. For more information, see [Creating and Customizing Project User Interfaces](ui-editor-intro.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-user-login.md: -------------------------------------------------------------------------------- 1 | # User Login Default Gem 2 | 3 | The UserLoginDefault Gem provides a default user login implementation for all platforms, which is useful for testing and debugging\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-videoplayback-bink.md: -------------------------------------------------------------------------------- 1 | # Video Playback Bink Gem 2 | 3 | With the Video Playback Bink gem, you can play videos using RAD Game Tools' Bink video codec\. The videos are playable in a game or level loading screen, or on textures in your Lumberyard level\. When you enable the Video Playback Bink gem, the Video Playback Bink component is enabled\. For instructions on how to prepare Lumberyard for video playback, and how to set up video playback in your level, see [Video Playback Bink](component-videoplayback-bink.md)\. 4 | 5 | For more information on playing videos in load screens, see [Defining Game and Level Load Screens](ui-editor-load-screens.md)\. 6 | 7 | **Important** 8 | A Bink license is needed to gain access to this gem\. Please contact [RAD Game Tools](http://www.radgametools.com/bnkmain.htm) for information on how to license Bink\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-videoplayback.md: -------------------------------------------------------------------------------- 1 | # Video Playback Gem 2 | 3 | With the Video Playback gem, you can play videos in a game or level loading screen, or on textures in your Lumberyard level\. When you enable the Video Playback gem, the Video Playback component is enabled\. For instructions on how to prepare Lumberyard for video playback, and how to set up video playback in your level, see [Video Playback](component-videoplayback.md)\. 4 | 5 | For more information on playing videos in load screens, see [Defining Game and Level Load Screens](ui-editor-load-screens.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-virtualreality.md: -------------------------------------------------------------------------------- 1 | # Virtual Reality Gems 2 | 3 | The Oculus and OpenVR Virtual Reality gems support a variety of Virtual Reality head\-mounted displays \(HMDs\)\. 4 | 5 | For more information about how to use and configure the Virtual Reality Gems, see [Configuring your Project for Virtual Reality](virtual-reality-configuring.md)\. -------------------------------------------------------------------------------- /doc_source/gems-system-gem-visibility.md: -------------------------------------------------------------------------------- 1 | # Visibility 2 | 3 | You can enable the Visibility gem for your game project so that you can add the **[VisArea](component-vis-area.md)** component to an entity\. You can use the component to create a visibility area \(vis area\) that helps manage visibility and culling in a scene\. 4 | 5 | ![\[Enable the Visibility gem to add support for the VisArea component.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/gem-system-gem-visibility.png) -------------------------------------------------------------------------------- /doc_source/gems-system-gems-creating-a-new-gem.md: -------------------------------------------------------------------------------- 1 | # Creating a New Empty Gem 2 | 3 | You can create a new, empty gem using either the [Project Configurator](gems-system-gems-creating-a-new-gem-projconf.md) or the [command line](gems-system-gems-creating-a-new-gem-cmdline.md)\. When you create a new gem, Lumberyard automatically creates a directory structure for your gem in the `\dev\Gems\` directory\. It also adds the special gem files and directories needed to function as a gem\. 4 | 5 | **Topics** 6 | + [Creating a Gem with the Project Configurator](gems-system-gems-creating-a-new-gem-projconf.md) 7 | + [Creating a Gem from the Command Line](gems-system-gems-creating-a-new-gem-cmdline.md) -------------------------------------------------------------------------------- /doc_source/gems-system-gems-creating.md: -------------------------------------------------------------------------------- 1 | # Creating a Gem 2 | 3 | You can create your own gems by packaging your assets into the Lumberyard gem format\. This makes your package distributable, shareable between projects, and easy for game developers to enable or disable as needed\. 4 | 5 | Creating your gem involves placing code, assets, and several other special files into the correct directory structure\. This chapter describes the creating a gem procedure in detail\. 6 | 7 | To structure your assets as a gem, see the following\. 8 | 9 | **Topics** 10 | + [Creating a New Empty Gem](gems-system-gems-creating-a-new-gem.md) 11 | + [Packaging Your Assets](gems-system-gems-packaging.md) 12 | + [Testing Your Gem](gems-system-gems-testing.md) 13 | + [Compressing Your Gem](gems-system-gems-compressing.md) -------------------------------------------------------------------------------- /doc_source/gems-system-gems-testing.md: -------------------------------------------------------------------------------- 1 | # Testing Your Gem 2 | 3 | After you move your assets into the gem's directory structure, you can enable your new gem in your game project and test it in Lumberyard\. 4 | 5 | **To enable and test your new gem** 6 | 7 | 1. Open the Project Configurator by doing one of the following: 8 | + Open Lumberyard Setup Assistant and on the **Summary** page, click **Configure project**\. 9 | + Open the Lumberyard Project Configurator directly from `lumberyard-version\dev\Bin64BuildPlatform\ProjectConfigurator.exe`\. For example, when using Visual Studio 2017 as your build platform, the Project Configurator is located at `lumberyard-version\dev\Bin64vc141\ProjectConfigurator.exe`\. 10 | 11 | 1. [Enable](gems-system-using-project-configurator.md) your new gem\. 12 | 13 | 1. Close the **Project Configurator**\. 14 | 15 | 1. Launch Lumberyard and open a level\. 16 | 17 | 1. Use the **Asset Browser** to place the gem's assets into your scene\. Verify that your assets look as intended\. If they don't, verify that you have set up the directories correctly\. -------------------------------------------------------------------------------- /doc_source/gems-system-render-to-texture.md: -------------------------------------------------------------------------------- 1 | # Render to Texture 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This feature is in [preview](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#preview) release and is subject to change\. | 9 | 10 | Enable the Render to Texture gem for your game so that you can use the **[Render to Texture](component-render-to-texture.md)** component\. You can use this component to render the scene to a texture from the viewport of the selected camera\. For example, you can add game objects such as mirrors, security camera screens, and draw 3D models\. 11 | 12 | ![\[Render to Texture gem in the Project Configurator.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/shared/gem-render-to-texture.png) 13 | 14 | **Note** 15 | The **Render to Texture** component currently supports DirectX 11 for Windows\. -------------------------------------------------------------------------------- /doc_source/gems-system-starting-point-input.md: -------------------------------------------------------------------------------- 1 | # Starting Point Input Gem 2 | 3 | The Starting Point Input gem works with the [Input Management Framework](gems-system-gem-input.md) gem to map low\-level input events to high\-level gameplay actions\. For example, you can specify in your game that pressing the keyboard spacebar results in a gameplay action, such as jump\. 4 | 5 | ![\[Enable the Starting Point Input gem to interpret raw input and convert it to input events.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/gems/starting-point-input-gem.png) 6 | 7 | For information about working with input events, see the **[Input](component-input.md)** component\. 8 | 9 | For information about working with input gestures such as touch, swipe, and rotate, see the [Gestures](gems-system-gem-gestures.md) gem\. -------------------------------------------------------------------------------- /doc_source/gems-system.md: -------------------------------------------------------------------------------- 1 | # Programming with Gems 2 | 3 | The modular gems system is a management infrastructure for sharing code and art assets between Lumberyard game projects\. The modular gems system consists of gem packages that you can access and manage with the [Project Configurator](configurator-intro.md) or [`Lmbr.exe`](lmbr-exe.md)\. You can use gems to add functionality such as code, art, scripts, supporting files, and references to other gems to your game project\. 4 | 5 | **Topics** 6 | + [Gem Structure](gems-system-structure.md) 7 | + [Adding C\+\+ Code to a Lumberyard Game with Gems](component-entity-system-pg-gems-code.md) 8 | + [Using AZ Modules to Initialize Gems](az-modules-intro.md) -------------------------------------------------------------------------------- /doc_source/get-moon-latitude-node.md: -------------------------------------------------------------------------------- 1 | # Get Moon Latitude 2 | 3 | Returns the moon's latitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#get-moon-latitude-node-input) 7 | + [Outputs](#get-moon-latitude-node-output) 8 | 9 | ![\[getmoonlatitude, getmoonlatitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-moon-latitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Latitude | Number | Current moon latitude\. | -------------------------------------------------------------------------------- /doc_source/get-moon-longitude-node.md: -------------------------------------------------------------------------------- 1 | # Get Moon Longitude 2 | 3 | Returns the moon's longitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#get-moon-longitude-node-input) 7 | + [Outputs](#get-moon-longitude-node-output) 8 | 9 | ![\[moonlongitude, getmoonlongitude, moonlongitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-moon-longitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Longitude | Number | Current moon longitude\. | -------------------------------------------------------------------------------- /doc_source/get-speed.md: -------------------------------------------------------------------------------- 1 | # Get Speed 2 | 3 | Returns the current time of day speed multiplier\. The value is specified in conversion units of hours per second\. For example, a value of `1` runs through an entire time of day cycle in 24 seconds\. 4 | 5 | **Contents** 6 | + [Inputs](#get-speed-input) 7 | + [Outputs](#get-speed-output) 8 | 9 | ![\[getspeed, getspeednode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-speed-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Speed | Number | Current speed multiplier that determines how quickly the time of day changes\. | -------------------------------------------------------------------------------- /doc_source/get-sun-latitude-node.md: -------------------------------------------------------------------------------- 1 | # Get Sun Latitude 2 | 3 | Returns the sun's latitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#get-sun-latitude-node-input) 7 | + [Outputs](#get-sun-latitude-node-output) 8 | 9 | ![\[getsunlatitude, getsunlatitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-sun-latitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Latitude | Number | Current sun latitude\. | -------------------------------------------------------------------------------- /doc_source/get-sun-longitude-node.md: -------------------------------------------------------------------------------- 1 | # Get Sun Longitude 2 | 3 | Returns the sun's longitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#get-sun-longitude-node-input) 7 | + [Outputs](#get-sun-longitude-node-output) 8 | 9 | ![\[getsunlongitude, sunlongitudenode, getsunlongitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-sun-longitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Longitude | Number | Current sun longitude\. | -------------------------------------------------------------------------------- /doc_source/get-time.md: -------------------------------------------------------------------------------- 1 | # Get Time 2 | 3 | Returns the current time of day for the level\. Time values are specified as decimal numbers from `0.0` to `24.0`\. For example, a value of `13.75` is 1:45 P\.M\. A value of `0.0` or `24.0` is 12:00 A\.M\. 4 | 5 | **Contents** 6 | + [Inputs](#get-time-input) 7 | + [Outputs](#get-time-output) 8 | 9 | ![\[gettime gettimenode, gettimeofdaynode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-time-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Time | Number | Time of day in hours\. Default value: `0` Valid values: `0.0` to `24.0` | -------------------------------------------------------------------------------- /doc_source/get-wind-direction-node.md: -------------------------------------------------------------------------------- 1 | # Get Wind Direction 2 | 3 | Returns the direction of the global wind\. The length of the **Wind Direction** vector indicates the strength of the wind\. 4 | 5 | **Contents** 6 | + [Inputs](#get-wind-direction-node-input) 7 | + [Outputs](#get-wind-direction-node-output) 8 | 9 | ![\[getwinddirection, winddirectionnode, getwinddirectionnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-get-wind-direction-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | 20 | ## Outputs 21 | 22 | 23 | **** 24 | 25 | | Pin | Type | Description | 26 | | --- | --- | --- | 27 | | Out | Event | Sends when the node is finished\. | 28 | | Wind Direction | Vector3 | Current global wind direction\. | -------------------------------------------------------------------------------- /doc_source/importing-fbx-files-as-actors-motions.md: -------------------------------------------------------------------------------- 1 | # Tutorials: Importing FBX Files as Actors and Motions 2 | 3 | For more information, see [Customize FBX asset export with FBX Settings](fbx-intro.md)\. -------------------------------------------------------------------------------- /doc_source/infinite-ocean-track-view-editor.md: -------------------------------------------------------------------------------- 1 | # Infinite Ocean Component with the Track View Editor 2 | 3 | You can add the **Infinite Ocean** component to an entity sequence in the Track View\. This lets you control the component's parameters to be keyframes and changed along the timeline of the sequence\. 4 | 5 | ![\[Configure the Infinite Ocean component in the Track View.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/component/infiniteocean/infinite-ocean-component-17.png) 6 | 7 | **Note** 8 | Some **Infinite Ocean** component parameters are not available in the Track View\. The **Wind Speed** and **Wind Direction** parameters are not supported at this time\. 9 | 10 | For more information, see [Using the Track View Editor](cinematics-track-view-editor.md)\. -------------------------------------------------------------------------------- /doc_source/interactive-control.md: -------------------------------------------------------------------------------- 1 | # Interactive Element Controls 2 | 3 | To interact with a focused element, press **Enter** on the keyboard\)\. 4 | 5 | When an element is interactive, use the following controls: 6 | + **Button** and **Checkbox** – **Enter** presses the button or selects or clears the check box, and then returns to navigation automatically\. The control does not remain active after action\. 7 | 8 |   9 | + **Slider** and **Scrollbox** – Use arrow keys or joystick to move the slider or scroll box\. Press **Enter** to return to navigation\. 10 | 11 |   12 | + **TextInput** – While active, use the following \(press **Enter** to return to navigation\): 13 | + Arrow keys move the text cursor\. 14 | + **Shift**\+arrow keys selects text\. 15 | + Alphanumeric keys type text at the cursor position\. 16 | + **Ctrl\+A** selects the entire text string\. 17 | + **Backspace** deletes the character to the left of the cursor\. 18 | + **Delete** deletes the character to the right of the cursor\. -------------------------------------------------------------------------------- /doc_source/ios-android-adding-ip-addresses.md: -------------------------------------------------------------------------------- 1 | # Adding IP Addresses to Allow Access to the Asset Processor and Remote Console 2 | 3 | The Asset Processor is a networked application that Lumberyard uses to build source assets into game engine ready assets\. To ensure your external device can connect to the Asset Processor, you must add the IP address of the external device \(Android or iOS\) to the **white\_list** in the `bootstrap.cfg` file \(located in the `lumberyard_version\dev` directory\)\. 4 | 5 | The Universal Remote Console is a networked application that Lumberyard uses to send commands and view output from the running game engine\. To ensure remote console access to a running game instance on your external device, you must add the IP address of the computer that will run the remote console to the **log\_RemoteConsoleAllowedAddresses** list in the appropriate configuration file \(located in the `lumberyard_version\dev` directory\): 6 | + Android – `system_android_es3.cfg` 7 | + iOS – `system_ios_ios.cfg` 8 | 9 | You must update the configuration file to include the allowed IP addresses before you deploy your game to the external device\. -------------------------------------------------------------------------------- /doc_source/legal-intro.md: -------------------------------------------------------------------------------- 1 | # Legal 2 | 3 | The Amazon Lumberyard engine, integrated development environment, and related assets and tools are licensed as "Lumberyard Materials" under the terms and conditions of the [AWS Customer Agreement](https://aws.amazon.com/agreement) and the [Lumberyard Service Terms](https://aws.amazon.com/service-terms)\. Please see these terms and conditions for details\. 4 | 5 | **Topics** 6 | + [Lumberyard Redistributables](lumberyard-redistributables.md) 7 | + [Alternate Web Services](lumberyard-alternate-web-services.md) -------------------------------------------------------------------------------- /doc_source/level-create.md: -------------------------------------------------------------------------------- 1 | # Creating a New Level 2 | 3 | The first step in creating a game world is to create a level\. 4 | 5 | **To create a new level** 6 | 7 | 1. In Lumberyard Editor, click **File**, **New Level** or press **Control \+ N**\. 8 | 9 | 1. In the **New Level** window, enter a file name and select a directory location for the file\. Choose **OK**\. 10 | 11 | 1. In the **Generate Terrain Texture** window, for **Texture Dimensions**, select texture dimensions to determine texture tile resolution\. Choose **OK**\. -------------------------------------------------------------------------------- /doc_source/level-intro.md: -------------------------------------------------------------------------------- 1 | # Creating levels and adding environment effects 2 | 3 | A level, also known as world or map, represents the space or area available to the player during the course of completing a discrete game objective\. Most games consist of multiple levels through which a player can advance to or move through, although usually only a single level is loaded at a time\. Each level can be grouped into multiple layers, which you use to logically group types of objects\. 4 | 5 | The environment includes lighting, terrain, bodies of water, vegetation, sky, and weather effects\. 6 | 7 | **Topics** 8 | + [Creating a New Level](level-create.md) 9 | + [Creating Terrain](terrain-intro.md) 10 | + [Blending Environment Probes](level-blending-environment-probe.md) 11 | + [Working with Database Libraries](level-database-view.md) 12 | + [Adding Sky Effects](sky-intro.md) 13 | + [Adding Weather Effects](weather-intro.md) 14 | + [Adding Vegetation](vegetation-intro.md) -------------------------------------------------------------------------------- /doc_source/levels-intro.md: -------------------------------------------------------------------------------- 1 | # Create levels in Lumberyard 2 | 3 | Learn about the level design and creation tools available in Lumberyard\. This documentation covers level creation, terrain mapping and texturing, adding bodies of water and other environment aspects, dynamic weather and sky effects, and adding vegetation to your environments\. 4 | 5 | **Topics** 6 | + [Creating levels and adding environment effects](level-intro.md) 7 | + [Dynamic vegetation](dynamic-vegetation-intro.md) -------------------------------------------------------------------------------- /doc_source/lmbr-exe-gem.md: -------------------------------------------------------------------------------- 1 | # Gems Commands 2 | 3 | Use the following commands to create gems and modify a project's use of gems\. 4 | 5 | **list** 6 | Lists all gems that are installed or enabled in the specified project\. 7 | 8 | ``` 9 | lmbr gems list (-project project_name) 10 | ``` 11 | 12 | **disable** 13 | Disables the specified gem in the specified project\. If `-disable-deps` is specified, all dependencies of the gem are also disabled\. 14 | 15 | ``` 16 | lmbr gems disable project_name gem_name (-disable-deps) 17 | ``` 18 | 19 | **enable** 20 | Enables the specified gem in the specified project\. If a version is specified, it's used, otherwise the latest version installed is used\. 21 | 22 | ``` 23 | lmbr gems enable project_name gem_name (-version version) 24 | ``` 25 | 26 | **create** 27 | Creates a gem with the given name\. If you specify `id` or `version`, those values are used\. If you do not specify `-out-folder`, `name` is used\. 28 | 29 | ``` 30 | lmbr gems create gem_name (-version version) (-out-folder gems\relative_folder) 31 | ``` -------------------------------------------------------------------------------- /doc_source/lmbr-exe-packages.md: -------------------------------------------------------------------------------- 1 | # Packages Commands 2 | 3 | Before you can use `packages` commands, you must set up your workspace\. To do this, run Lumberyard Setup Assistant and perform each step of the setup process\. 4 | 5 | The `packages` module downloads third party packages from S3\. 6 | 7 | The `packages` module has dependencies on the `Engines` module\. 8 | 9 | Use the following command to download a resource packages from S3\. 10 | 11 | **download** 12 | 13 | ``` 14 | lmbr packages download [name] [version] [platform] [uri] [destination] (-help) 15 | 16 | - [name] (positional argument): The name of the package you want to download. 17 | - [version] (positional argument): the version of the package you want to download. 18 | - [platform] (positional argument): The platform of the package you want to download. 19 | - [uri] (positional argument): Where to look for package on remote file system. 20 | - [destination] (positional argument): Where to unpack the package. 21 | - (-help): Print help describing available commands/options. 22 | ``` -------------------------------------------------------------------------------- /doc_source/load-definition-file.md: -------------------------------------------------------------------------------- 1 | # Load Definition File 2 | 3 | Loads a time of day preset `XML` file `file_name.xml` and then updates the sky\. For example, the preset file can be named `Time_Of_Day.xml`\. 4 | 5 | **Contents** 6 | + [Inputs](#load-definition-file-input) 7 | + [Outputs](#load-definition-file-output) 8 | 9 | ![\[loaddefinitionfile, timeofdaypresetfile, loadtimeofdayfile\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-load-definition-file-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node to load the time of day preset \.xml file\. | 19 | | File Name | String | Path to the time of day preset `.xml` file\. | 20 | 21 | ## Outputs 22 | 23 | 24 | **** 25 | 26 | | Pin | Type | Description | 27 | | --- | --- | --- | 28 | | Out | Event | Sends when the node is finished\. | 29 | | Success | Boolean | Returns true if the file loads successfully\. | -------------------------------------------------------------------------------- /doc_source/localization-ui.md: -------------------------------------------------------------------------------- 1 | # UI System Localization Features 2 | 3 | By default, all **[Text](ui-editor-components-text.md)** component values are passed to the [Localization Manager](localization-initialization.md#localization-initialization-manager) for localizing\. If the value of a **[Text](ui-editor-components-text.md)** component matches a localization key for the currently loaded language, then the localized text is rendered\. 4 | 5 | For an example, open the **[Samples Project](sample-project-samples.md)**\. In the [**UI Editor**](ui-editor-using.md), load the following UI canvas: `dev/Gems/LyShineExamples/Assets/UI/Canvases/LyShineExamples/Localization/Text.uicanvas`\. 6 | 7 | You can quickly test a UI canvas that contains localized text\. To change the current language in the [**UI Editor**](ui-editor-using.md), choose **View**, **Set Current Language**\. 8 | 9 | ![\[In the UI Editor, choose View, Set Current Language\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/localization-ui.png) -------------------------------------------------------------------------------- /doc_source/lua-scripting-ces-api-ui-showmousecursor.md: -------------------------------------------------------------------------------- 1 | # LyShineLua\.ShowMouseCursor 2 | 3 | Controls the visibility of the mouse cursor\. `1` specifies that the mouse cursor is displayed; `0` specifies that it is hidden\. 4 | 5 | **Syntax** 6 | 7 | ``` 8 | void ShowMouseCursor(bool visible) 9 | ``` -------------------------------------------------------------------------------- /doc_source/lua-scripting-ces-api-ui-uidynamiclayoutcomponent.md: -------------------------------------------------------------------------------- 1 | # UIDynamicLayoutComponent 2 | 3 | Clones a prototype element to achieve the specified number of child elements\. 4 | 5 | ## UiDynamicLayoutBus 6 | 7 | Services messages for the `UiDynamicLayoutComponent`\. 8 | 9 | ### SetNumChildElements 10 | 11 | Specifies the number of child elements to be created dynamically\. 12 | 13 | **Syntax** 14 | 15 | ``` 16 | void SetNumChildElements(int numChildren) 17 | ``` -------------------------------------------------------------------------------- /doc_source/lua-scripting-ces-api-ui-uitooltipcomponent.md: -------------------------------------------------------------------------------- 1 | # UITooltipComponent 2 | 3 | You can use a tooltip component to provide the text of a tooltip\. 4 | 5 | ## UiTooltipBus 6 | 7 | Services messages for the `UiTooltipComponent`\. 8 | 9 | ### GetText 10 | 11 | Returns the tooltip text\. 12 | 13 | **Syntax** 14 | 15 | ``` 16 | AZStd::string GetText() 17 | ``` 18 | 19 | ### SetText 20 | 21 | Sets the tooltip text\. 22 | 23 | **Syntax** 24 | 25 | ``` 26 | void SetText(const AZStd::string& text) 27 | ``` -------------------------------------------------------------------------------- /doc_source/lumberyard-alternate-web-services.md: -------------------------------------------------------------------------------- 1 | # Alternate Web Services 2 | 3 | For purposes of the [Lumberyard Service Terms](http://aws.amazon.com/service-terms/), "Alternate Web Service" means any non\-AWS compute, database, storage, or container service that is similar to or can act as a replacement for the following services: Amazon EC2, Amazon Lambda, Amazon DynamoDB, Amazon RDS, Amazon S3, Amazon EBS, Amazon EC2 Container Service, or Amazon GameLift\. -------------------------------------------------------------------------------- /doc_source/lumberyard-projects-intro.md: -------------------------------------------------------------------------------- 1 | # Working with Lumberyard projects 2 | 3 | ## Working with projects in Lumberyard 4 | 5 | Learn about the details of creating, configuring, managing, and building your Lumberyard game projects, along with the sample projects provided in your installation\. 6 | 7 | 8 | **In this section:** 9 | 10 | | Topic Area | Description | 11 | | --- | --- | 12 | | [Create a project](configurator-intro.md) | Learn how to create and configure a new Lumberyard game project with Waf\. | 13 | | [Manage a project with lmbr\.exe](lmbr-exe.md) | Learn how to manage the configuration and details of your Lumberyard game project\. | 14 | | [Build a project](game-build-intro.md) | Learn how to build your Lumberyard game project with Waf\. | 15 | | [Sample projects and levels](sample-projects-levels-intro.md) | Learn about the sample game projects provided in the Lumberyard installation, and discover examples that can accelerate your understanding of Lumberyard and your game's development\. | -------------------------------------------------------------------------------- /doc_source/lumberyard-supported-platforms.md: -------------------------------------------------------------------------------- 1 | # Supported platforms 2 | 3 | You can use Lumberyard to develop games for the following platforms: 4 | + Microsoft Windows PC 5 | + Android 6 | + iOS 7 | + macOS 8 | + Play​Station 9 | + X​box 10 | + Linux \(dedicated server only\) 11 | 12 | Some platforms have additional requirements\. 13 | + For console support, see [Developing Games for X​box One](http://www.xbox.com/en-US/developers) and [Play​Station Partners](https://www.playstation.com/en-us/develop/) portals\. 14 | + For mobile devices, see [Developing for Android and iOS with Lumberyard](mobile-support-intro.md)\. 15 | + For macOS, see [Create macOS projects in Lumberyard](osx-intro.md)\. 16 | + For Linux dedicated servers, see [Creating Lumberyard Executables for Linux](linux-intro.md)\. -------------------------------------------------------------------------------- /doc_source/lumberyard-upgrading-excluded-files.md: -------------------------------------------------------------------------------- 1 | # Files to Exclude When Upgrading Lumberyard 2 | 3 | When adding Lumberyard to source control, there are various files that you should exclude because they are generated, temporary, or programming\-specific\. 4 | 5 | File types and folders in the entire repository to exclude 6 | + `*.ilk` 7 | + `*.suo` 8 | + `*.user` 9 | + `*.o` 10 | + `*.temp` 11 | + `*.bootstrap.digests` 12 | + `*.log` 13 | + `*.exp` 14 | + `*.vssettings` 15 | + `*.exportlog` 16 | + `*.mayaSwatches` 17 | + `*.ma.swatches` 18 | + `*.dds` 19 | + `*.bak` 20 | + `*.bak2` 21 | + `*.options` 22 | + `*.pyc` 23 | + `*.db` 24 | + `Solutions` 25 | + `BinTemp` 26 | + `Cache` 27 | 28 | File types and folders in the `\dev\Code` directory to exclude\. 29 | + `SDKs` 30 | 31 | File types and folders in each game folder \(SamplesProject, MultiplayerProject, and so on\) to exclude\. 32 | + Compiled assets 33 | + `*.dds` 34 | + `*.caf` 35 | + `*.$animsettings` 36 | + Editor backup files – `*.bak*` 37 | + Pak files that are exported from level files in the editor – `*.pak` -------------------------------------------------------------------------------- /doc_source/mat-maps-decal-intro.md: -------------------------------------------------------------------------------- 1 | # Working with Decals 2 | 3 | Decals are non\-repeating images or textures that are applied to the surface of an object or terrain with a specified projection\. Common examples of decals are product labels and logos, artwork for walls, signs, and surface cracks\. 4 | 5 | Decals can break up uninteresting textures and bring together such level elements as brushes and terrain\. Good decal placement can also create seamless transitions between many different objects\. Decals only work with the [Illum Shader](shader-ref-illum.md)\. 6 | 7 | **Note** 8 | If you apply decals to an object that can be moved by a player, the decal will not move with the object\. 9 | 10 | **Topics** 11 | + [Decal Projection Types](mat-maps-decal-types.md) 12 | + [Placing a Decal](mat-maps-decal-placing.md) 13 | + [Setting Decal Parameters](mat-maps-decal-creating.md) 14 | + [Debugging Decal Mapping Issues](material-maps-decal-debug.md) -------------------------------------------------------------------------------- /doc_source/mat-maps-displacement-params.md: -------------------------------------------------------------------------------- 1 | # Setting Displacement Mapping Parameters 2 | 3 | **To apply displacement mapping to an object** 4 | 5 | 1. In Lumberyard Editor, click **Tools**, **Material Editor**\. 6 | 7 | 1. In the left tree, select the desired asset\. 8 | 9 | 1. In the right pane, under **Shader Generation Params**, select **Displacement mapping**\. 10 | 11 | 1. Under **Shader Params**, adjust the values of the following parameters for the desired effect\. 12 | 13 | 1. **Displacement bias** – Moves the plane where the displacement is applied\. This reduces gaps in meshes, and prevents objects from displacing other objects that are placed above them\. 14 | 15 | 1. **Displacement height scale** – Changes the overall height of the displacement\. -------------------------------------------------------------------------------- /doc_source/mat-maps-displacement-tessellation-intro.md: -------------------------------------------------------------------------------- 1 | # Tessellation 2 | 3 | In order for displacement mapping to work correctly, tessellation is also required, otherwise there wouldn't be enough geometry to displace\. Tessellation increases the geometry count by subdividing polygons into smaller polygons before it gets displaced\. Phong and PN triangles are the two available tessellation methods\. 4 | 5 | **Phong tessellation** approximates smoothing based on surface normals\. Surfaces with Phong tessellation applied are not perfectly smooth across patch boundaries, causing the object to look inflated\. 6 | 7 | **PN triangle tessellation** is similar to Phong tessellation and is slower, but with better approximation\. 8 | 9 | Tessellation is only supported for the [Illum Shader](shader-ref-illum.md) and [HumanSkin Shader](shader-ref-humanskin.md)\. 10 | 11 | **Topics** 12 | + [Setting Tessellation Parameters](mat-maps-displacement-tessellation-params.md) 13 | + [Fixing Tessellation Seams](mat-maps-displacement-tessellation-debug.md) -------------------------------------------------------------------------------- /doc_source/mat-maps-parallax-pom.md: -------------------------------------------------------------------------------- 1 | # Applying Parallax Occlusion Mapping \(POM\) 2 | 3 | To apply POM, complete the following procedure\. 4 | 5 | **To apply Parallax Occlusion Mapping** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Material Editor**\. 8 | 9 | 1. In the left tree, select the desired asset\. 10 | 11 | 1. In the right pane, under **Shader Generation Params**, select **Offset bump mapping** and **Parallax occlusion mapping**\. 12 | 13 | 1. Under **Shader Params**, adjust the values of the following parameters\. 14 | 15 | 1. **Height bias** – Moves the plane where the displacement is applied\. This reduces gaps in meshes, and prevents objects from displacing other objects that are placed above them\. 16 | 17 | 1. **POM Displacement** – Sets the POM depth\. A larger value adds more depth\. 18 | 19 | 1. **Self shadow strength** – Changes the strength of self\-shadowing\. A larger value imparts more shadowing 20 | 21 | 1. Under **Texture Maps**, enter the paths to the various textures\. -------------------------------------------------------------------------------- /doc_source/mat-maps-parallax-spom.md: -------------------------------------------------------------------------------- 1 | # Applying Silhouette Parallax Occlusion Mapping \(SPOM\) 2 | 3 | To apply SPOM, complete the following procedure\. 4 | 5 | **To apply Silhouette Parallax Occlusion Mapping** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Material Editor**\. 8 | 9 | 1. In the left tree, select the desired asset\. 10 | 11 | 1. In the right pane, under **Shader Generation Params**, select **Parallax occlusion mapping with silhouette**\. 12 | 13 | 1. Under **Shader Params**, adjust the values of the following parameters\. 14 | 15 | 1. **Height bias** – Moves the plane where the displacement is applied\. This reduces gaps in meshes, and prevents objects from displacing other objects that are placed above them\. 16 | 17 | 1. **Self shadow strength** – Changes the strength of self\-shadowing\. A larger value imparts more shadowing 18 | 19 | 1. **Silhouette POM Displacement** – Sets the SPOM depth\. A larger value adds more depth\. 20 | 21 | 1. Under **Texture Maps**, enter the paths to the various textures\. -------------------------------------------------------------------------------- /doc_source/mat-shaders-custom-dev-hot-reloading.md: -------------------------------------------------------------------------------- 1 | # Hot Reloading of Shaders 2 | 3 | Lumberyard supports hot reloading of shaders, so whenever you modify and save a shader file, it will get reloaded automatically and the results can be viewed directly in a test level\. 4 | 5 | For hot reloading to work, shader files must be copied to the appropriate locations, and the following requirements must also be met: 6 | + Add the following code to the dev\\system\.cfg file: 7 | 8 | ``` 9 | sys_PakPriority=0 11 | ``` 12 | + In the Console, enter `r_reloadshaders 1.` This is only required in the game executable\. In Lumberyard Editor, it will automatically reload a shader when you modify it\. 13 | + For Lumberyard, copy the shader files to the `dev\Lumberyard\Shaders` directory\. -------------------------------------------------------------------------------- /doc_source/mat-shaders-image-lighting.md: -------------------------------------------------------------------------------- 1 | # Image\-Based Lighting 2 | 3 | Image\-based lighting is a rendering technique where complex lighting is stored in an environment map that is projected onto a scene\. In simple words, a light probe or environment map is just an image on a sphere\. 4 | 5 | If the range of the image colors is within some small defined range \(0\-255 for monitor displays\), the image is LDR \(low dynamic range\)\. With HDR \(high dynamic range\) some rendering effects become more apparent and correct \(DOF, motion blur, bloom, dark materials, global illumination\)\. Depending on the image and compression requirements, various texture formats can be useful\. 6 | 7 | Diffuse lighting can be approximated very well by diffuse\-convolving an environment map, which can be stored as a cube map again\. Because of bilinear filtering, the texture can be quite low resolution\. Mip maps are not required and the result with mip maps can actually look worse as ordinary mip mapping on the GPU is computed for each 2x2 pixel block and 2x2 block artifacts can become noticeable\. -------------------------------------------------------------------------------- /doc_source/mat-surface-types.md: -------------------------------------------------------------------------------- 1 | # Selecting Material Surface Type 2 | 3 | The surface of a material determines the physical effects and how the material reacts to other materials and its environment\. For example, a metal surface is hard, doesn’t shatter, reacts to bullets by generating spark particles, and has a unique sound when struck\. Contrast this with a grass surface, which is soft, responds to wind, generates grass strands and dirt particles when hit, and sounds different than metal\. 4 | 5 | **To select a material surface type** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Material Editor**\. 8 | 9 | 1. In the left pane, click to select the desired asset\. 10 | 11 | 1. Under **Material Settings**, make a selection for **Surface Type**\. -------------------------------------------------------------------------------- /doc_source/mat-vertex-colors.md: -------------------------------------------------------------------------------- 1 | # Using Vertex Colors 2 | 3 | Vertex color, or vcolor, is just a color with RGB and alpha channel values stored for each vertex of a mesh\. Vertex color and alpha can be used for multi\-texturing, transparency, or fake ambient occlusion\. 4 | 5 | Vertex color is typically multiplied against the Diffuse color, colorizing or darkening the color map\. 6 | 7 | When used for non\-color effects, typically each color channel is treated as a separate monochrome set of values, so for example vertex color can control three different per\-vertex effects\. 8 | 9 | Vertex Colors is a Shader Generation parameter that can be enabled using the Material Editor, which is part of Lumberyard Editor\. 10 | 11 | For a good application of vertex colors, see [Defining Vegetation Vertex Colors with a DCC Tool](vegetation-bending-detail-intro.md#vegetation-bending-detail-vertex-colors)\. -------------------------------------------------------------------------------- /doc_source/network-lobby-setup.md: -------------------------------------------------------------------------------- 1 | # Setting up a Lobby 2 | 3 | By default, the Lumberyard engine does not provide any specific lobby implementation, but instead provides the code interface required to construct one\. The [Multiplayer Gem](gems-system-gem-multiplayer.md) does, however, provide some useful constructs that aid in lobby creation using a basic lobby implementation using [components](component-components.md), that can be used as is, or as a reference\. 4 | 5 | For more information, see the [Multiplayer Gem](gems-system-gem-multiplayer.md)\. -------------------------------------------------------------------------------- /doc_source/network-replicas.md: -------------------------------------------------------------------------------- 1 | # Replicas 2 | 3 | Game sessions use replicas to synchronize the state of the session\. To use a replica, you simply declare the states that must be synchronized and the remote procedure calls \(RPCs\) that are supported\. After you bind the replica object to the network, the engine does the work\. There is no need to worry about how to properly route messages or discover remote objects\. When you add a local \(primary\) replica to the network, the replica is automatically discovered by remote nodes\. In addition, corresponding remote proxy replica objects are created on the remote nodes\. Only the owner of the replica is allowed to change states, and new states are automatically propagated to all other nodes\. RPCs can be called from any node but are routed to the primary \(owner\) node for verification and processing\. 4 | 5 | **Topics** 6 | + [Replica](network-replicas-replica.md) 7 | + [Replica Chunks](network-replicas-chunks.md) 8 | + [Datasets](network-replicas-data-sets.md) 9 | + [Remote Procedure Calls \(RPCs\)](network-replicas-remote-procedure-calls.md) -------------------------------------------------------------------------------- /doc_source/network-session-service.md: -------------------------------------------------------------------------------- 1 | # Sessions 2 | 3 | GridMate session service provides session connectivity and management\. Both hub\-and\-spoke \(client/server\) and P2P full\-mesh topologies are supported\. 4 | 5 | You can also create multiple sessions for each GridMate instance\. Each session creates its own carrier and replica manager instances, so there is no interaction between sessions\. GridMate sessions support host migration when running in P2P mode\. 6 | 7 | **Topics** 8 | + [Starting and Stopping the Session Service](network-session-service-start-stop.md) 9 | + [Hosting a Session](network-session-service-hosting.md) 10 | + [Searching for a Session](network-session-service-searching.md) 11 | + [Joining a Session](network-session-service-joining.md) 12 | + [Reacting to Session Events](network-session-service-events.md) -------------------------------------------------------------------------------- /doc_source/network-synchronizing-game-state-using-scripts.md: -------------------------------------------------------------------------------- 1 | # Synchronizing Game State Using Scripts 2 | 3 | You can synchronize game state by using the Lua `ScriptComponent`\. The initial steps of synchronizing game state using the Lua `ScriptComponent` are similar to any other component\. There are two main steps: 4 | 5 | 1. You must add a `NetBindingComponent` to the definition of the entity that contains the script and the `ScriptComponent` and whose state you want to synchronize\. 6 | 7 | 1. Inside the script, any properties that need to be synchronized must be tagged accordingly\. For more information, see [Network Binding Properties](lua-script-networking-binding.md) in the [Writing Lua Scripts](lua-scripting-intro.md) topic\. 8 | 9 | When these steps are completed, your game state data should synchronize correctly\. -------------------------------------------------------------------------------- /doc_source/nvidia-blast-debug.md: -------------------------------------------------------------------------------- 1 | # NVIDIA Blast visual debugger 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This feature is an [experimental](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#experimental) release and is subject to change\. | 9 | 10 | To use the visual debugger for NVIDIA Blast, enable the `BLAST_DEBUG` console variable\. 11 | 12 | **To enable the variable** 13 | 14 | 1. In the editor console, enter **BLAST\_DEBUG 1**\. 15 | 16 | 1. Click in **Perspective** to make the viewport active\. 17 | 18 | 1. Press the **F3** key to set the view to wireframe\. 19 | 20 | 1. Press **Control \+ P** to run the simulation and view the debugger\. 21 | 22 | 1. Press **Control \+ P** to exit the simulation\. 23 | 24 | In the below example, as the rabbit drops, the bonds between the fractured chunks are shown as green lines\. On impact, the bonds change to orange as they weaken and red when they break\. 25 | 26 | ![\[Debug visualization for NVIDIA Blast.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/physx/blast/anim-nvidia-blast-debug.gif) -------------------------------------------------------------------------------- /doc_source/particle-creating-library.md: -------------------------------------------------------------------------------- 1 | # Adding Particle Libraries 2 | 3 | Particle effect data is stored in an XML\-based library file\. 4 | 5 | **To add a particle library** 6 | 7 | 1. In the **Particle Editor**, do one of the following: 8 | + Choose **Create new library**\. 9 | + Choose **File**, **Add library**\. 10 | + Choose the drop\-down arrow in the **Libraries** panel, and choose **Add library**\. 11 | + Choose the ![\[Particle Editor library\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-library-icon.png) icon to the right of the search bar\. 12 | 13 |   14 | ![\[Create libraries in the Particle Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-library-adding.png) 15 | 16 | 1. In **Libraries**, where the default name is highlighted, enter a name for the library\. 17 | 18 | 1. Choose **Add Particle** or **Add Folder** and then enter a name for the new particle or folder\. -------------------------------------------------------------------------------- /doc_source/particle-editor-reference-audio.md: -------------------------------------------------------------------------------- 1 | # Audio Attribute 2 | 3 | In the **Audio** attribute, specify which sounds the particle system emits and when\. 4 | 5 | ![\[Audio attributes in the Particle Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-audio.png) 6 | 7 | 8 | **Audio Attribute Parameters for CPU Emitters** 9 | 10 | | Name | Description | 11 | | --- | --- | 12 | | Start Trigger | Selects the start trigger sound asset to play with the emitter\. | 13 | | Stop Trigger | Selects the stop trigger sound asset to play with the emitter\. | 14 | | Sound FXParam | Applies the modulate value to the sound\. The effect depends on how you define the particlefx parameter for the individual sound\. Depending on the sound, this value might affect volume, pitch, or other attributes\. You can set a Random value and Strength Over Emitter Lifetime curve\. Valid values: `0+`Default value: `1` | 15 | | Sound Control Time | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/particle-editor-reference-audio.html) | -------------------------------------------------------------------------------- /doc_source/particle-editor-reference-comment.md: -------------------------------------------------------------------------------- 1 | # Comment Attribute 2 | 3 | Save or edit comments about an emitter in the **Comment** text box\. 4 | 5 | ![\[Comment attributes in the Particle Editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-comment.png) -------------------------------------------------------------------------------- /doc_source/particle-editor-shortcut-keys.md: -------------------------------------------------------------------------------- 1 | # Using Particle Editor Keyboard Shortcuts 2 | 3 | Most of the commands in the **Particle Editor** menus have corresponding keyboard shortcuts\. You can edit the keyboard shortcuts by clicking **Edit**, **Edit Hotkeys**\. Modify as needed in the **HotKey Configuration** window\.Hotkey Configuration 4 | 5 | **Export** 6 | Exports the keyboard shortcuts \(hotkey\) list to a file\. 7 | 8 | **Import** 9 | Imports a keyboard shortcuts \(hotkey\) list from a file\. 10 | 11 | **Reset to Default** 12 | Resets all keyboard shortcuts \(hotkeys\) to the editor default settings\. 13 | 14 | **Click to assign** 15 | Records a new keyboard shortcut when you click the shortcut\. Clears the keyboard shortcut when you right\-click the shortcut\. Click **OK** to save your changes\. 16 | 17 | The **Particle Editor** uses the following keyboard shortcuts\. 18 | 19 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/particles/particle-editor-hotkey-list.png) -------------------------------------------------------------------------------- /doc_source/particle-emitter-organizing.md: -------------------------------------------------------------------------------- 1 | # Organizing Emitters in a Library 2 | 3 | All particle emitters are listed in the **Libraries** panel\. You can organize and create relationships between your emitters\. For example, you can have single emitters or emitters with various child hierarchies\. You can also create directories and groups in each library to organize your particle effects\. This relationship is displayed in a tree hierarchy in the **Libraries** panel\. 4 | 5 | A visual indicator shows you the placement of an emitter based on the position of your cursor\. For example, if you place an emitter on another emitter or a folder for grouping, the folder row appears highlighted with a blue stroke\. -------------------------------------------------------------------------------- /doc_source/particle-importing-library.md: -------------------------------------------------------------------------------- 1 | # Importing Particle Libraries 2 | 3 | Particle effect data is stored in an XML\-based library file\. You can import a particle library for your game\. 4 | 5 | **To import a particle library** 6 | 7 | 1. In the **Particle Editor**, choose **File**, **Import**\. 8 | 9 | 1. In the **Pick Particles** dialog box, select a library to load\. Choose **OK**\. You can also choose the drop\-down arrow to access the menu\. -------------------------------------------------------------------------------- /doc_source/particle-saving-library.md: -------------------------------------------------------------------------------- 1 | # Saving Particle Libraries 2 | 3 | You can save your particle library in the **Particle Editor**\. 4 | 5 | **To save a particle library** 6 | + In the **Particle Editor**, right\-click the library name and choose **Save**\. You can also press **Ctrl\+S** to save all libraries that are loaded in the editor\. 7 | 8 | Your library is now saved to the `\game_project_name\libs\particles` directory\. You can nest libraries in any hierarchy in the `\libs\particles` directory\. -------------------------------------------------------------------------------- /doc_source/physx-configuration.md: -------------------------------------------------------------------------------- 1 | # Configuring the PhysX System 2 | 3 | The [PhysX](gems-system-gem-physx.md) gem can be configured for each project for your game\. Your settings are saved in your project's `lumberyard_version\dev\project_name\default.physxconfiguration` file\. If you use a version control system, include this file\. 4 | 5 | To configure PhysX settings, use the **PhysX Configuration** tool\. 6 | 7 | **To open the PhysX Configuration tool** 8 | + In Lumberyard Editor, choose **Tools**, **PhysX Configuration**\. 9 | 10 | **Topics** 11 | + [Global Configuration](physx-configuration-global.md) 12 | + [Collision Layers](physx-configuration-collision-layers.md) 13 | + [Collision Groups](physx-configuration-collision-groups.md) 14 | + [Debugger Configuration](physx-configuration-debugger.md) 15 | + [PhysX World Programming Notes](physx-configuration-physx-world-programming-notes.md) -------------------------------------------------------------------------------- /doc_source/pivot-mode.md: -------------------------------------------------------------------------------- 1 | # Using Pivot Mode 2 | 3 | You can use pivot mode to use the default pivot or the entity's center as the manipulator point of reference\. This feature is useful if you want to modify multiple entities using a central point of reference\. 4 | 5 | **Note** 6 | Currently, this is a global toggle and doesn't support mixed use cases, such as using the center of an entity to snap it to the pivot of another entity\. 7 | 8 | **To use pivot mode** 9 | 10 | 1. In the viewport, select an entity or group of entities\. 11 | 12 | 1. Press **P** to switch between the pivot and the entity's center\. 13 | **Example** 14 | 15 | In the following example, the selected entities pivot around the manipulator\. 16 | ![\[Modify entities using pivot mode in Lumberyard.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/viewportinteractionmodel/viewport-selection-model-16.gif) -------------------------------------------------------------------------------- /doc_source/platform-development-intro.md: -------------------------------------------------------------------------------- 1 | # Platform development in Lumberyard 2 | 3 | Learn about the platforms supported by Lumberyard, their specific requirements, and how to test, build, and ship your project\. In addition to Windows support, Lumberyard runs on the iOS and Android mobile platforms, macOS, and as dedicated Linux servers\. This section also covers building for and running on virtual reality headsets\. This documentation covers design considerations for all of these platforms, how to build and deploy, and debugging and troubleshooting advice\. Each platform also has documentation specific to its own requirements\. 4 | 5 | **Topics** 6 | + [Developing for Android and iOS with Lumberyard](mobile-support-intro.md) 7 | + [Create virtual reality projects in Lumberyard](virtual-reality.md) 8 | + [Create macOS projects in Lumberyard](osx-intro.md) 9 | + [Creating Lumberyard Executables for Linux](linux-intro.md) -------------------------------------------------------------------------------- /doc_source/profiler-intro.md: -------------------------------------------------------------------------------- 1 | # Profiler 2 | 3 | **** 4 | Profiler is in preview release and is subject to change\. 5 | 6 | Profiler is a Lumberyard tool that can capture, save, and analyze network, CPU, and VRAM usage statistics\. You can used the saved data to analyze network usage frame by frame, fix problems in the use of network bandwidth, and optimize the performance of your game\. 7 | 8 | To capture data, Profiler works with GridHub\. When you launch Profiler, GridHub launches automatically as a supporting background process\. For more information about GridHub, see [Using GridHub](gridhub-intro.md)\. 9 | 10 | **Topics** 11 | + [Profiler Tutorial](profiler-using.md) 12 | + [Creating and Using Annotations](profiler-annotations-creating-and-using.md) 13 | + [Using Profiler for Networking](network-profilers.md) 14 | + [Using the Profiler for CPU Usage](profiler-cpu.md) 15 | + [Using Profiler for VRAM](profiler-vram.md) 16 | + [Using GridHub](gridhub-intro.md) -------------------------------------------------------------------------------- /doc_source/python-asset-builder-bootstrap.md: -------------------------------------------------------------------------------- 1 | # Create or modify a bootstrap script 2 | 3 | To make your Python Asset Builder script available to the asset processing system, you must add a `bootstrap.py` file to the path or modify an existing `bootstrap.py` file\. We recommend you use a location that is relative to where your Python Asset Builder scripts will be stored, such as one of the following: 4 | + `lumberyard_version\dev\MyProject\Editor\Scripts\bootstrap.py` 5 | + `lumberyard_version\dev\Gems\MyGem\Editor\Scripts\bootstrap.py` 6 | 7 | To add your Python Asset Builder, import it in the `bootstrap.py` file\. 8 | 9 | ``` 10 | import asset_builder_my_asset_type 11 | ``` 12 | 13 | The above example assumes that the Python Asset Builder is named `asset_builder_my_asset_type.py`, and that it's in the same directory as the `bootstrap.py` file\. -------------------------------------------------------------------------------- /doc_source/python-asset-builder.md: -------------------------------------------------------------------------------- 1 | # Python Asset Builder gem 2 | 3 | With **Python Asset Builder**, you can create Python scripts that process custom assets that are produced from content creation tools such as Maya and Houdini, or any content tool with a known file format\. 4 | 5 | For information on using **Python Asset Builder**, see [Process custom assets with Python Asset Builder](python-asset-builder-intro.md)\. 6 | 7 | ## Enable the Python Asset Builder gem 8 | 9 | To enable the Python Asset Builder gem, do the following: 10 | 11 | 1. Use [Project Configurator](configurator-projects.md) to enable the **Python Asset Builder** gem in your project\. 12 | 13 | 1. Configure your project\. Use the following command\. 14 | 15 | ``` 16 | lmbr_waf configure 17 | ``` 18 | 19 | 1. Build your project\. Use the following command\. 20 | 21 | ``` 22 | lmbr_waf build_win_x64_vs2019_profile -p all --progress 23 | ``` 24 | 25 | For more information on gems, see the [Gems system documentation](gems-system-gems.md)\. -------------------------------------------------------------------------------- /doc_source/recompute-static-shadows-node.md: -------------------------------------------------------------------------------- 1 | # Recompute Static Shadows 2 | 3 | Triggers recalculation of cached shadow maps\. 4 | 5 | **Contents** 6 | + [Inputs](#recompute-static-shadows-node-inputs) 7 | + [Outputs](#recompute-static-shadows-node-outputs) 8 | 9 | ![\[recompute static shadows, recomputestaticshadows\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/shadows-recompute-static-shadow.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Bounds | AABB | Specifies the area where shadow maps should be recomputed\. | 20 | | Next Cascade Scale | Number | Multiplier for scaling the bounding boxes for subsequent cached cascades\. The bounding boxes are scaled versions of the preceding cascades\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/rendering-graphics-fog-intro.md: -------------------------------------------------------------------------------- 1 | # Fog Systems 2 | 3 | Lumberyard supports a standard fog system as well as a voxel\-based volumetric fog system\. Which one to use for your game comes down to balancing performance over visual quality\. Volumetric fog looks superior but comes at a performance cost\. The standard fog system is very cheap performance\-wise to compute\. 4 | 5 | You can also add realistic\-looking fog above water surfaces, as well as add volumetric fog shadows\. 6 | 7 | **Topics** 8 | + [Standard Fog](rendering-graphics-fog.md) 9 | + [Volumetric Fog](rendering-graphics-fog-volumetric.md) -------------------------------------------------------------------------------- /doc_source/rendering-graphics-fog.md: -------------------------------------------------------------------------------- 1 | # Standard Fog 2 | 3 | Lumberyard's standard fog system handles sunlight with dynamic shadows and exponential height fog density\. However, in dense fog situations the fog's appearance may not be consistent between opaque and transparent materials\. 4 | 5 | You can add the **Fog Volume** component to an entity to create fog effects\. For more information, see the **[Fog Volume](component-fog-volume.md)** component\. 6 | 7 | **Topics** 8 | + [Setting Global \(Time of Day\) Fog](weather-fog-global.md) 9 | + [Using Fog Volumes](weather-fog-volumes.md) 10 | + [Console Variables for Fog](rendering-graphics-fog-cvar.md) -------------------------------------------------------------------------------- /doc_source/rendering-graphics-lighting-intro.md: -------------------------------------------------------------------------------- 1 | # Adding lighting and shadows 2 | 3 | Lumberyard uses physically\-based lighting and shading models to implement global illumination and lighting\. 4 | 5 | For information about the Light entity and the Environment Probe entity used in environment lighting, see [Light Entities](https://docs.aws.amazon.com/lumberyard/latest/legacyreference/entities-entity-light.html)\. 6 | 7 | For information about using the Time of Day Editor to simulate the changing lighting effects caused by the sun moving across the sky, see [Creating Time of Day Sky Effects](sky-tod-intro.md)\. 8 | 9 | **Topics** 10 | + [Environment Lighting](enviro-lighting-intro.md) 11 | + [Environment Shadows](rendering-graphics-shadows-intro.md) -------------------------------------------------------------------------------- /doc_source/rendering-intro.md: -------------------------------------------------------------------------------- 1 | # Graphics and Rendering in Lumberyard 2 | 3 | ## Working with graphics and rendering in Lumberyard 4 | 5 | Learn about how to work with the graphics and rendering features of Amazon Lumberyard\. This documentation covers working with shaders, materials, lighting and shadows, and post\-processing effects in your Lumberyard game\. 6 | 7 | 8 | **In this section:** 9 | 10 | | Topic area | Description | 11 | | --- | --- | 12 | | [Shaders and materials](mat-intro.md) | Learn how to use shaders and materials to create realistic looking entities and scenes, and how to customize the look\-and\-feel of the graphics in your Lumberyard game\. | 13 | | [Lighting and shadows](rendering-graphics-lighting-intro.md) | Learn how to add lighting and shadowing effects to your Lumberyard game\. | 14 | | [Screen and post\-processing effects](rendering-graphics-screen-effects-intro.md) | Learn how to add camera\- and fog\-based effects to your Lumberyard game, as well as anti\-aliasing for improved visual output quality\. | -------------------------------------------------------------------------------- /doc_source/script-canvas-adding-scripts.md: -------------------------------------------------------------------------------- 1 | # Adding Scripts to Entities 2 | 3 | Like Lua scripts, you can add a script to a level or slice is by adding a **Script Canvas** component to an entity\. The **Script Canvas** component adds Script Canvas capabilities to the entity and provides a field to specify a script assignment\. You can specify a script with the **Script Canvas** component\. 4 | 5 | For more information, see the [Script Canvas](component-script-canvas.md) component\. 6 | 7 | For more information about adding a component to an entity, see [Adding Components to an Entity](component-working-adding.md)\. -------------------------------------------------------------------------------- /doc_source/script-canvas-advanced-topics.md: -------------------------------------------------------------------------------- 1 | # Programmer Guide 2 | 3 | From this section you can gain a deeper understanding of how Script Canvas works with the rest of Lumberyard, and learn how to author your own custom nodes for use in Script Canvas graphs\. -------------------------------------------------------------------------------- /doc_source/script-canvas-common-tasks.md: -------------------------------------------------------------------------------- 1 | # Common Tasks 2 | 3 | The topics in this section provide practical knowledge about common tasks associated with Script Canvas, including best practices, advice on troubleshooting, and use of the debugger\. 4 | 5 | **Topics** 6 | + [Adding Scripts to Entities](script-canvas-adding-scripts.md) 7 | + [Script Canvas Best Practices](script-canvas-best-practices.md) 8 | + [Script Canvas Errors and Troubleshooting](script-canvas-errors-and-troubleshooting.md) 9 | + [Script Canvas Debugging](script-canvas-debugging.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-editor-reference.md: -------------------------------------------------------------------------------- 1 | # Editor Reference 2 | 3 | The Script Canvas editor provides a visual scripting environment for creating graphs and reusable script functions\. In the following topics, learn more about each menu option and editor tool, as well as valuable keyboard and mouse shortcuts to increase your productivity\. 4 | 5 | **Topics** 6 | + [Script Canvas Editor Shortcuts](script-canvas-shortcuts.md) 7 | + [Managing Script Canvas Variables](script-canvas-managing-variables.md) 8 | + [Working with Nodes](script-canvas-working-with-nodes.md) 9 | + [Script Canvas Functions](script-canvas-functions.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-high-quality-shadow-nodes.md: -------------------------------------------------------------------------------- 1 | # High Quality Shadow 2 | 3 | You use can use the following **High Quality Shadow** nodes in the **Script Canvas** editor to configure effects with the **[High Quality Shadow](component-high-quality-shadow.md)** component\. 4 | 5 | **Topics** 6 | + [Get Enabled](high-quality-shadow-get-enabled.md) 7 | + [Set Enabled](high-quality-shadow-set-enabled.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-learning-guide.md: -------------------------------------------------------------------------------- 1 | # Learning Guide 2 | 3 | In this Learning Guide, we provide you with a tour of the Script Canvas interface, several tutorials to get you started using the visual scripting environment, and a guide to additional resources for learning Script Canvas\. Additionally, there's a glossary of terms you can continue referring back to as you learn your way around\. 4 | 5 | **Topics** 6 | + [Script Canvas Editor Interface](script-canvas-editor-interface.md) 7 | + [Script Canvas Concepts and Terms](script-canvas-concepts-and-terms.md) 8 | + [Script Canvas Tutorials](script-canvas-tutorials.md) 9 | + [More Learning Opportunities with Script Canvas](script-canvas-learning-opportunities.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-node-reference.md: -------------------------------------------------------------------------------- 1 | # Script Canvas Node Reference 2 | 3 | This reference includes the various types of **Script Canvas** editor nodes, their uses, and their inputs and outputs\. 4 | 5 | **Tip** 6 | On the **Node Palette** or on the node canvas, you can pause on the node name and the node parameters for more information\. 7 | 8 | **Topics** 9 | + [Rendering Nodes](script-canvas-rendering-nodes.md) 10 | 11 | Some nodes are hidden from the default **Script Canvas** editor view\. 12 | 13 | **To show hidden nodes in the **Script Canvas** editor** 14 | 15 | 1. In Lumberyard Editor, choose **Tools**, **Script Canvas**\. 16 | 17 | 1. In the **Script Canvas** editor, choose **Edit**, **Settings**, **Global Preferences**\. 18 | 19 | 1. In the **Global Preferences** window, choose **Show nodes excluded from preview**\. 20 | ![\[Global Preferences window in the Script Canvas editor\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/script-canvas-global-preferences-show-nodes.png) -------------------------------------------------------------------------------- /doc_source/script-canvas-rendering-nodes.md: -------------------------------------------------------------------------------- 1 | # Rendering Nodes 2 | 3 | See the following **Rendering** nodes for the **Script Canvas** editor\. 4 | 5 | **Topics** 6 | + [Environment Nodes](script-canvas-environment-nodes.md) 7 | + [Material Nodes](script-canvas-materials-nodes.md) 8 | + [Material Owner Nodes](material-owner-nodes.md) 9 | + [Post Effects Nodes](script-canvas-post-effects-nodes.md) 10 | + [Procedural Material Nodes](script-canvas-procedural-material-nodes.md) 11 | + [Shadow Nodes](script-canvas-shadow-scripting-nodes.md) 12 | + [Time of Day Nodes](script-canvas-time-of-day-nodes.md) 13 | + [Material Variables](script-canvas-variable-material-node.md) 14 | + [Finding the Material Name](finding-materials-by-name.md) 15 | + [Finding the Material Parameter Name](material-param-names.md) 16 | + [Finding the Texture Name](finding-texture-by-names.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-shadow-scripting-nodes.md: -------------------------------------------------------------------------------- 1 | # Shadow Nodes 2 | 3 | You use can use the following shadow nodes in the **Script Canvas** editor to configure shadow effects\. 4 | 5 | **Topics** 6 | + [High Quality Shadow](script-canvas-high-quality-shadow-nodes.md) 7 | + [Recompute Static Shadows](recompute-static-shadows-node.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-time-of-day-nodes.md: -------------------------------------------------------------------------------- 1 | # Time of Day Nodes 2 | 3 | You can use time of day nodes in the **Script Canvas** editor to set the current time, change the speed of time progression, and load predefined time of day configuration files\. 4 | 5 | For more information about configuring time of day effects, see [Adding Sky Effects](sky-intro.md) and [Creating Time of Day Sky Effects](sky-tod-intro.md)\. 6 | 7 | **Topics** 8 | + [Get Speed](get-speed.md) 9 | + [Get Time](get-time.md) 10 | + [Load Definition File](load-definition-file.md) 11 | + [Set Speed](set-speed.md) 12 | + [Set Time](set-time.md) -------------------------------------------------------------------------------- /doc_source/script-canvas-working-with-nodes-visiting-all-instances.md: -------------------------------------------------------------------------------- 1 | # Navigating Graphs 2 | 3 | If you want to visit all nodes of the same type on a graph – for example, to check their configuration – use the following procedure\. 4 | 5 | **To cycle through instances of the same node** 6 | 7 | 1. In the **Node Palette** search box, enter the name of the node\. 8 | 9 | 1. In the list of results, click the name of the node whose instances you want to find\. 10 | 11 | 1. To scroll to the right, starting at the leftmost node occurrence, press **F8**\. The relevant nodes are highlighted with an orange glow\. 12 | 13 | 1. To scroll to the left, starting at the rightmost node occurence, press **F7**\. 14 | 15 | 1. To return to the beginning or end of the cycle, press **F7** or **F8** again\. 16 | ![\[Visiting all instances of a node in a graph in the Script Canvas editor.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/script-canvas-working-with-nodes-22.gif) -------------------------------------------------------------------------------- /doc_source/script-canvas-working-with-nodes.md: -------------------------------------------------------------------------------- 1 | # Working with Nodes 2 | 3 | Games are often built with complex logic, and complex logic can produce a large number of nodes and connections\. Script Canvas provides some specialized tools to help you manage this complexity\. 4 | 5 | **Topics** 6 | + [Understanding Script Canvas Nodes](script-canvas-nodes-understanding.md) 7 | + [Adding and Connecting Nodes](script-canvas-working-with-nodes-adding-and-connecting.md) 8 | + [Adding Variable References in Script Canvas Nodes](script-canvas-adding-variable-references.md) 9 | + [Setting Entity Targets](script-canvas-referencing-entities.md) 10 | + [Deleting Nodes](script-canvas-working-with-nodes-deleting.md) 11 | + [Disconnecting Nodes](script-canvas-working-with-nodes-disconnecting.md) 12 | + [Organizing Nodes](script-canvas-working-with-nodes-organizing.md) -------------------------------------------------------------------------------- /doc_source/serialization-intro.md: -------------------------------------------------------------------------------- 1 | # Object serialization 2 | 3 | The Lumberyard engine offers of object serialization to persist objects between sessions, transmit them between clients, or work with objects between the editor and the engine\. The JSON\-based serialization system is designed to be human\-readable and \-editable, while the XML system is used by many existing Lumberyard tools\. Lumberyard also offers binary serialization, used internally by the Asset Processor\. 4 | 5 | In this section of the documentation you'll learn how to register classes and enums for serialization, and how to work with JSON serializers\. For more information on XML serialization for use with Lumberyard tools, see [Serialization Context](component-entity-system-reflection-serialization-context.md) and [Reflecting a Component for Serialization and Editing](component-entity-system-reflect-component.md)\. -------------------------------------------------------------------------------- /doc_source/set-color-chart-console-variables.md: -------------------------------------------------------------------------------- 1 | # Console Variables for Color Charts 2 | 3 | You can use the following console variables for working with color charts\. For more information, see [Using the Console Window](console-intro.md)\. 4 | 5 | 6 | **** 7 | 8 | | Console Variable | Description | Valid Values | 9 | | --- | --- | --- | 10 | | r\_ColorGrading | Enables color grading\. | `0` = Off `1` = On \(default\) | 11 | | r\_ColorGradingCharts | Enables color grading with color charts\. | `0` = Off `1` = On \(default\) | 12 | | r\_ColorGradingChartsCache | Enables cache updates for the color grading charts\. | `0` = Always update\. `1` = Update every other frame\. `2` = Update every two frames\. `3` = Update every three frames\. `4` = Update every four frames \(default\)\. | 13 | | r\_ColorGradingFilters | Enables color grading for filters\. | `0` = Off `1` = On \(default\) | 14 | | r\_ColorGradingLevels | Enables color grading for levels\. | `0` = Off `1` = On \(default\) | 15 | | r\_ColorGradingSelectiveColor | Enables color grading for the selected color\. | `0` = Off `1` = On \(default\) | -------------------------------------------------------------------------------- /doc_source/set-moon-latitude-node.md: -------------------------------------------------------------------------------- 1 | # Set Moon Latitude 2 | 3 | Sets the moon's latitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#set-moon-latitude-node-input) 7 | + [Outputs](#set-moon-latitude-node-output) 8 | 9 | ![\[setmoonlatitude, setmoonlatitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-set-moon-latitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Latitude | Number | Moon latitude value to specify\. | 20 | | Force Update | Boolean | Forces an immediate update of the entire sky\. Use this parameter to make sudden changes to the moon position\. For more information, see [Environment Nodes](script-canvas-environment-nodes.md)\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-moon-longitude-node.md: -------------------------------------------------------------------------------- 1 | # Set Moon Longitude 2 | 3 | Sets the moon's longitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#set-moon-longitude-node-input) 7 | + [Outputs](#set-moon-longitude-node-output) 8 | 9 | ![\[setmoonlongitude, setmoonlongitudenode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-set-moon-longitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Longitude | Number | Moon longitude value to specify\. | 20 | | Force Update | Boolean | Forces an immediate update of the entire sky\. Use this parameter to make sudden changes to the moon position\. For more information, see [Environment Nodes](script-canvas-environment-nodes.md)\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-sky-box-angle.md: -------------------------------------------------------------------------------- 1 | # Set Skybox Angle 2 | 3 | Sets the rotation angle for the skybox\. This rotates the skybox around the z\-axis\. 4 | 5 | For more information, see [Creating Static Skyboxes](sky-skyboxes-intro.md)\. 6 | 7 | **Contents** 8 | + [Inputs](#set-sky-box-angle-input) 9 | + [Outputs](#set-sky-box-angle-output) 10 | 11 | ![\[setskyboxanglenode, setskyboxangle\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/environment-set-skybox-angle.png) 12 | 13 | ## Inputs 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | | Angle | Number | Rotation angles in degrees\. | 22 | 23 | ## Outputs 24 | 25 | 26 | **** 27 | 28 | | Pin | Type | Description | 29 | | --- | --- | --- | 30 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-sky-box-material.md: -------------------------------------------------------------------------------- 1 | # Set Skybox Material 2 | 3 | Apply a specified material to the skybox to give the sky a different look\. The material must be a skybox material\. 4 | 5 | For more information, see [Creating Static Skyboxes](sky-skyboxes-intro.md)\. 6 | 7 | **Contents** 8 | + [Input](#set-sky-box-material-input) 9 | + [Outputs](#set-sky-box-material-output) 10 | 11 | ![\[sky box material, setskyboxmaterial, setskyboymaterialnode\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/environment-set-skybox-material.png) 12 | 13 | ## Input 14 | 15 | 16 | **** 17 | 18 | | Pin | Type | Description | 19 | | --- | --- | --- | 20 | | In | Event | Triggers the node\. | 21 | | Material | Material | Material to specify\. The material must be a skybox material\. | 22 | 23 | ## Outputs 24 | 25 | 26 | **** 27 | 28 | | Pin | Type | Description | 29 | | --- | --- | --- | 30 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-sky-box-stretch.md: -------------------------------------------------------------------------------- 1 | # Set Skybox Stretch 2 | 3 | Sets the stretch factor, which affects how the skybox stretches vertically\. Stretching the skybox lowers the horizon line\. 4 | 5 | **Contents** 6 | + [Inputs](#set-sky-box-stretch-input) 7 | + [Outputs](#set-sky-box-stretch-output) 8 | 9 | ![\[sky box node, setskyboxstretch\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/environment-set-skybox-stretch.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Amount | Number | Vertical stretch factor\. A value of `0` does not stretch the skybox\. Specify a higher value to lower the horizon line\. Default value: `0` | 20 | 21 | ## Outputs 22 | 23 | 24 | **** 25 | 26 | | Pin | Type | Description | 27 | | --- | --- | --- | 28 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-sun-latitude-node.md: -------------------------------------------------------------------------------- 1 | # Set Sun Latitude 2 | 3 | Sets the sun's latitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#set-sun-latitude-node-input) 7 | + [Outputs](#set-sun-latitude-node-output) 8 | 9 | ![\[setsunlatitudenode, setsunlatitude\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-set-sun-latitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node | 19 | | Latitude | Number | Sun latitude value to specify\. | 20 | | Force Update | Boolean | Forces an immediate update of the entire sky\. Use this parameter to make sudden changes to the sun position\. For more information, see [Environment Nodes](script-canvas-environment-nodes.md)\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/set-sun-longitude-node.md: -------------------------------------------------------------------------------- 1 | # Set Sun Longitude 2 | 3 | Sets the sun's longitude in the sky\. 4 | 5 | **Contents** 6 | + [Inputs](#set-sun-longitude-node-input) 7 | + [Outputs](#set-sun-longitude-node-output) 8 | 9 | ![\[setsunlongitudenode, setsunlongitude\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-set-sun-longitude-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Longitude | Number | Sun longitude value to specify\. | 20 | | Force Update | Boolean | Forces an immediate update of the entire sky\. Use this input to make sudden changes to the sun position\. For more information, see [Environment Nodes](script-canvas-environment-nodes.md)\. | 21 | 22 | ## Outputs 23 | 24 | 25 | **** 26 | 27 | | Pin | Type | Description | 28 | | --- | --- | --- | 29 | | Out | Event | Sends when the node finishes\. | -------------------------------------------------------------------------------- /doc_source/set-wind-direction-node.md: -------------------------------------------------------------------------------- 1 | # Set Wind Direction 2 | 3 | Sets the direction of the global wind\. The length of the **Wind Direction** vector indicates the strength of the wind\. 4 | 5 | **Contents** 6 | + [Inputs](#set-wind-direction-node-input) 7 | + [Outputs](#set-wind-direction-node-output) 8 | 9 | ![\[setwinddirectionnode, setwinddirection\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/scripting/script-canvas/scriptcanvasnodes/script-canvas-set-wind-direction-node.png) 10 | 11 | ## Inputs 12 | 13 | 14 | **** 15 | 16 | | Pin | Type | Description | 17 | | --- | --- | --- | 18 | | In | Event | Triggers the node\. | 19 | | Wind Direction | Vector3 | Wind direction to specify\. | 20 | 21 | ## Outputs 22 | 23 | 24 | **** 25 | 26 | | Pin | Type | Description | 27 | | --- | --- | --- | 28 | | Out | Event | Sends when the node is finished\. | -------------------------------------------------------------------------------- /doc_source/setting-up-firewall.md: -------------------------------------------------------------------------------- 1 | # Enabling a Firewall 2 | 3 | You can help protect your environment by enabling the firewall settings on all computers running the Asset Processor or Lumberyard Editor to do the following: 4 | + Exclude external connections to ports 4600, 9432, 9433, and 45643 from untrusted IP addresses\. 5 | + Exclude connections from every address except 127\.0\.0\.1\. 6 | + If you have multiple computers that work together \(e\.g\. a PC and a Mac\), you must allow connections to ports 4600, 9432, 9433, and 45643 from the IP addresses for these computers, but exclude all other connections\. 7 | 8 | Refer to the documentation for your operating system for how to manage your firewall settings\. -------------------------------------------------------------------------------- /doc_source/shader-ref-fur-features-bending-motion.md: -------------------------------------------------------------------------------- 1 | # Motion Bending 2 | 3 | Motion bending occurs when a furry entity's transform changes, such as its position, rotation, or scale\. The fur appears to lag behind the motion slightly, and catches up over a short time\. You can tune this globally using the [console variable](shader-ref-fur-consolevariables.md) `r_FurMovementBendingBias`\. 4 | 5 | ![\[Example console variable rendering for fur movement.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/shader-ref-fur-13.gif) -------------------------------------------------------------------------------- /doc_source/shader-ref-fur-features-bending-wind.md: -------------------------------------------------------------------------------- 1 | # Wind Bending 2 | 3 | Enable the [Shader Generation Parameter](shader-ref-fur-materialsettings.md) **Wind bending** to see the effects of wind on fur's movement\. Adjust the [shader parameter](shader-ref-fur-materialsettings.md) **WindFrequency**, **WindPhase**, and **WindScale ** to control how the wind affects the fur\. The amount of wind applied to the fur is also dependent on the local wind at the entity position as measured by both global wind and wind areas\. 4 | 5 | ![\[Example wind bending affects for fur rendering.\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/shaders/shader-ref-fur-10.gif) -------------------------------------------------------------------------------- /doc_source/shader-ref-fur-features-levelofdetail.md: -------------------------------------------------------------------------------- 1 | # Level of Detail 2 | 3 | Fur rendering level of detail uses many of the same mechanics as mesh level of detail\. 4 | 5 | For fur rendering, the number of shell passes drawn decreases over a distance\. You can define the maximum number of passes using the [console variable](shader-ref-fur-consolevariables.md) `r_FurShellPassCount`\. 6 | 7 | The starting distance for beginning to decrease shell passes is mesh dependent\. This distance is determined by the mesh’s parameters **View distance multiplier** and **LOD distance ratio**\. You can find these parameters for the [mesh](component-static-mesh.md) or [skinned mesh](component-static-mesh.md) in the [**Entity Inspector**](component-entity-inspector.md)'s **Options** section\. The ending distance, after which no fur shells are drawn, is determined by the [console variable](shader-ref-fur-consolevariables.md) `r_FurMaxViewDist`\. -------------------------------------------------------------------------------- /doc_source/shader-ref-particleimposter.md: -------------------------------------------------------------------------------- 1 | # ParticleImposter Shader 2 | 3 | The ParticleImposter shader is used to create particle effects that are not affected by light and hence do not cast shadows or cause reflections\. -------------------------------------------------------------------------------- /doc_source/shader-ref-sky.md: -------------------------------------------------------------------------------- 1 | # Sky Shader 2 | 3 | The Sky shader is used to render performance\-optimized static sky \(SkyBox\) effects\. 4 | 5 | ## Shader Parameters 6 | 7 | **Indirect bounce color** 8 | Adds an extra color tint to the reflection\. 9 | Default value: 136,136,136 10 | 11 | **SSS Index** 12 | Subsurface Scattering Index 13 | Default value: 0 -------------------------------------------------------------------------------- /doc_source/shader-ref-skyhdr.md: -------------------------------------------------------------------------------- 1 | # SkyHDR Shader 2 | 3 | The SkyHDR shader is used to render realistic dynamic sky effects that change based on the time of day in a level\. 4 | 5 | ## Shader Parameters 6 | 7 | **Indirect bounce color** 8 | Adds an extra color tint to the reflection\. 9 | Default value: 136,136,136 10 | 11 | **SSS Index** 12 | The Subsurface Scattering Index\. 13 | Default value: 0 14 | 15 | ## Shader Generation Parameters 16 | 17 | **No moon** 18 | Removes the moon for the dynamic sky\. 19 | 20 | **No night sky gradient** 21 | Removes the entire day night effect gradient for the dynamic sky\. 22 | 23 | **No day sky gradient** 24 | Removes the entire day sky effect gradient for the dynamic sky\. -------------------------------------------------------------------------------- /doc_source/sky-day-atmosphere.md: -------------------------------------------------------------------------------- 1 | # Setting Daytime Atmospheric Effects 2 | 3 | To create dynamic daytime sky atmospheric effects, you modify sun and light\-scattering setting that affect the appearance of distant objects, which shift in color due to atmospheric interference\. These settings do not directly affect the rendering of objects or environment lighting colors and intensities\. 4 | 5 | **To set daytime atmospheric effects** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Sky Light**, adjust the [Sky Light Parameters](sky-tod-parameters.md#sky-light-time-of-day-parameters) as needed\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/sky-day-intro.md: -------------------------------------------------------------------------------- 1 | # Creating a Dynamic Daytime Sky 2 | 3 | To add a dynamic daytime sky, you adjust various sun parameters, atmospheric properties, sun ray effect, and sun shadows\. Dynamic skies use the [SkyHDR Shader](shader-ref-skyhdr.md)\. 4 | 5 | All properties and parameters in the following topics are ignored when you use a static sky \(SkyBox\), which uses the [Sky Shader](shader-ref-sky.md)\. 6 | 7 | **Topics** 8 | + [Setting Daytime Atmospheric Effects](sky-day-atmosphere.md) 9 | + [Setting Sun Parameters and Console Variables](sky-day-sun-params.md) 10 | + [Adding Sun Rays](sky-day-sun-rays.md) 11 | + [Setting Sun Shadow Settings](sky-day-sun-shadows-params.md) 12 | + [Adding Cascaded Sun Shadows](sky-day-sun-shadows-cascade.md) -------------------------------------------------------------------------------- /doc_source/sky-day-sun-params.md: -------------------------------------------------------------------------------- 1 | # Setting Sun Parameters and Console Variables 2 | 3 | You can define how the sun appears in the daytime sky\. 4 | 5 | **To set sun parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Sun**, adjust the [Sun Parameters](sky-tod-parameters.md#sun-time-of-day-parameters) as needed\. 10 | 11 | 1. Close the **Time of Day** editor\. 12 | 13 | You can define how the sun renders in the daytime sky\. 14 | 15 | **To set console variables for sun rendering behavior** 16 | 17 | 1. In Lumberyard Editor, in the **Console** pane, click the icon in the bottom left\. 18 | 19 | 1. In the **Console Variables** window, search for and set the following console variables to control the sun's rendering behavior\. For more information, see [Using the Console Window](console-intro.md)\. 20 | **** 21 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/sky-day-sun-params.html) -------------------------------------------------------------------------------- /doc_source/sky-day-sun-rays.md: -------------------------------------------------------------------------------- 1 | # Adding Sun Rays 2 | 3 | You can create a sun rays effect, which simulates the shafts of light that the sun produces under certain atmospheric conditions\. 4 | 5 | **To add sun rays** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Sun Rays Effect**, adjust the [Sun Ray Effects Parameters](sky-tod-parameters.md#sun-ray-effects-time-of-day-parameters) as needed\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/sky-day-sun-shadows-cascade.md: -------------------------------------------------------------------------------- 1 | # Adding Cascaded Sun Shadows 2 | 3 | You can create multiple cascaded shadow maps for your level, which controls how sun shadows look at varying distances\. The higher the cascade, the further it is away from the camera \(cascade 0 is closest to the camera\) and the lower the resolution of the shadows\. 4 | 5 | **To create cascaded sun shadows** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Shadows**, adjust the [Shadows Parameters](sky-tod-parameters.md#shadows-time-of-day-parameters) as needed for each shadow cascade\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/sky-day-sun-shadows-params.md: -------------------------------------------------------------------------------- 1 | # Setting Sun Shadow Settings 2 | 3 | You can define how sun shadows appear in your level\. 4 | 5 | **To set sun shadow settings** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Terrain Tool**\. 8 | 9 | 1. Choose **Environment**\. 10 | 11 | 1. Under **EnvState**, adjust the following parameters as needed: 12 | + **Sun shadows min spec** – Specifies the minimum system specification for casting sun shadows\. 13 | + **Sun shadows additional cascade min spec** – Specifies the minimum system specification for rendering an additional sun shadow cascade at a larger viewing distance\. -------------------------------------------------------------------------------- /doc_source/sky-intro.md: -------------------------------------------------------------------------------- 1 | # Adding Sky Effects 2 | 3 | **Topics** 4 | + [Creating a Dynamic Daytime Sky](sky-day-intro.md) 5 | + [Creating a Dynamic Night Sky](sky-night-intro.md) 6 | + [Creating Time of Day Sky Effects](sky-tod-intro.md) 7 | + [Creating Static Skyboxes](sky-skyboxes-intro.md) 8 | + [Time of Day Parameters](sky-tod-parameters.md) 9 | 10 | You can create realistic\-looking skies by setting sun, moon, atmospheric, and time\-of\-day effects\. You can create two types of skies: dynamic and static\. 11 | 12 | Dynamic skies use the [SkyHDR Shader](shader-ref-skyhdr.md) to render realistic effects\. 13 | 14 | The primary tools used to create different sky effects for your level are the Time of Day Editor and the Sun Trajectory Tool, as shown below: 15 | 16 | ![\[Time of Day Editor\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/sky/time-of-day-editor.png) 17 | 18 | ![\[Sun Trajectory Tool\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/sky/lighting-tool.png) -------------------------------------------------------------------------------- /doc_source/sky-night-atmosphere.md: -------------------------------------------------------------------------------- 1 | # Setting Nighttime Atmospheric Effects 2 | 3 | To add dynamic nighttime atmospheric effects, you set various horizon, moon, and star field parameters\. 4 | 5 | **To set nighttime atmospheric parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Night Sky** and **Night Sky Multiplier**, adjust the [Night Sky Parameters](sky-tod-parameters.md#night-sky-time-of-day-parameters) and [Night Sky Multiplier Parameters](sky-tod-parameters.md#night-sky-multiplier-time-of-day-parameters) as needed\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/sky-night-intro.md: -------------------------------------------------------------------------------- 1 | # Creating a Dynamic Night Sky 2 | 3 | To add a dynamic nighttime sky, you adjust various horizon, moon, and stars settings\. Dynamic skies use the [SkyHDR Shader](shader-ref-skyhdr.md)\. 4 | 5 | All properties and settings in the following topics are ignored when using a static sky \(SkyBox\)\. 6 | 7 | **Topics** 8 | + [Setting Nighttime Atmospheric Effects](sky-night-atmosphere.md) 9 | + [Setting Moon Parameters](sky-night-moon-params.md) -------------------------------------------------------------------------------- /doc_source/sky-night-moon-params.md: -------------------------------------------------------------------------------- 1 | # Setting Moon Parameters 2 | 3 | You can define how the moon appears in the nighttime sky\. 4 | 5 | **To set moon parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, ****Terrain Tool****\. 8 | 9 | 1. Choose **Environment**\. 10 | 11 | 1. Under **Moon**, adjust the following parameters as needed: 12 | + **Latitude** – Sets the latitude of the moon\. 13 | + **Longitude** – Sets the longitude of the moon\. 14 | + **Size** – Adjusts the size of the moon\. 15 | + **Texture** – Specifies the asset for creating the moon texture\. -------------------------------------------------------------------------------- /doc_source/sky-skyboxes-intro.md: -------------------------------------------------------------------------------- 1 | # Creating Static Skyboxes 2 | 3 | Static skies use the [Sky Shader](shader-ref-sky.md) and a skybox, which is a cube that has textures on five sides \(excluding the bottom\)\. This allows you to simulate the sky in your level\. Static skies cannot use dynamic or animated **Time of Day** effects, HDR settings, and sun or moon parameters\. 4 | 5 | If you want to create a static sky, create a skybox material and then apply the material to the skybox\. 6 | 7 | **Topics** 8 | + [Creating Skybox Materials](sky-skyboxes-materials-creating.md) 9 | + [Applying Skybox Materials to a Skybox](sky-skyboxes-materials-applying.md) 10 | + [Changing Skybox Parameters](sky-skyboxes-params.md) 11 | + [Switching Skyboxes with the Script Canvas Editor](sky-skyboxes-switch.md) -------------------------------------------------------------------------------- /doc_source/sky-skyboxes-params.md: -------------------------------------------------------------------------------- 1 | # Changing Skybox Parameters 2 | 3 | Do the following to modify the parameters of the dynamic sky in your level\. 4 | 5 | **To change dynamic sky parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time of Day**\. 8 | 9 | 1. In the **Parameters** pane, specify changes to the [Advanced Parameters](sky-tod-parameters.md#advanced-time-of-day-parameters)\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/sky-tod-intro.md: -------------------------------------------------------------------------------- 1 | # Creating Time of Day Sky Effects 2 | 3 | You can use time of day effects to create dynamic skies to simulate the changing lighting effects that are caused by the sun moving across the sky\. You can also configure and store a complete day–night cycle of changing environment parameters to add realism to your level\. 4 | 5 | You can use the **Time of Day** editor and **Sun Trajectory Tool** to achieve these effects\. 6 | 7 | **Note** 8 | All properties and parameters in the following topics are ignored when using a static sky \(SkyBox\)\. 9 | 10 | **Topics** 11 | + [Setting Dawn and Dusk Effects](sky-tod-params.md) 12 | + [Setting a Day\-Night Cycle](sky-tod-day-night-cycle.md) -------------------------------------------------------------------------------- /doc_source/sky-tod-params.md: -------------------------------------------------------------------------------- 1 | # Setting Dawn and Dusk Effects 2 | 3 | You can simulate the changing lighting effects that are caused by the sun moving across a dynamic sky\. You can set sunrise time, duration of dawn, sunset time, duration of dusk, current time, and the path of the sun\. 4 | 5 | **To set dawn and dusk effects** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Sun Trajectory Tool**\. 8 | 9 | 1. In the **Sun Trajectory Tool**, set the following properties and parameter values as needed\. 10 | **** 11 | [\[See the AWS documentation website for more details\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/sky-tod-params.html) 12 | 13 | 1. Close the **Sun Trajectory Tool** editor\. -------------------------------------------------------------------------------- /doc_source/terrain-heightmap-export.md: -------------------------------------------------------------------------------- 1 | # Exporting a Terrain Heightmap 2 | 3 | You can export a heightmap file that was created in the Terrain Editor to the following file formats: 4 | + `.asc` \(32\-bit\) 5 | + `.bt` \(32\-bit\) 6 | + `.tif` \(32\-bit\) 7 | + `.pgm` \(16\-bit\) 8 | + `.raw` \(16\-bit\) 9 | + `.r16` \(16\-bit\) 10 | + `.bmp` \(8\-bit\) 11 | + `.png` \(8\-bit\) 12 | 13 | **To export a heightmap** 14 | 15 | 1. In Lumberyard Editor, choose **Game**, **Terrain**, **Edit Terrain**\. 16 | 17 | 1. In **Terrain Editor**, choose **File**, **Export Heightmap** and enter a file name and directory location\. -------------------------------------------------------------------------------- /doc_source/terrain-heightmap-intro.md: -------------------------------------------------------------------------------- 1 | # Using the Terrain Heightmap 2 | 3 | The heightmap is the base of the terrain in your level\. You have three options for obtaining a terrain heightmap: 4 | + Create a new heightmap using the Terrain Editor 5 | + Create a new heightmap using a third\-party terrain\-building tool 6 | + Importing an existing heightmap 7 | 8 | **Topics** 9 | + [Creating a Terrain Heightmap](terrain-heightmap-create.md) 10 | + [Setting Heightmap Properties](terrain-editor-ref.md) 11 | + [Importing a Terrain Heightmap](terrain-heightmap-import.md) 12 | + [Exporting a Terrain Heightmap](terrain-heightmap-export.md) 13 | + [Resizing a Terrain Heightmap](terrain-heightmap-resize.md) 14 | + [Rotating a Terrain Heightmap](terrain-heightmap-rotate.md) -------------------------------------------------------------------------------- /doc_source/terrain-heightmap-resize.md: -------------------------------------------------------------------------------- 1 | # Resizing a Terrain Heightmap 2 | 3 | Resizing the terrain heightmap involves changing the resolution of your heightmap\. Terrain size is determined by multiplying heightmap by meters per texel\. When resizing, this value should not exceed 4096x4096 meters\. 4 | 5 | Meters per texel is the distance in meters between two vertices on the grid\. So a value of two means there is a grid point every two meters\. You can use larger values to create a larger terrain, but it is less detailed for the same heightmap resolution\. 6 | 7 | **To resize a heightmap** 8 | 9 | 1. In Lumberyard Editor, click **Game**, **Terrain**, **Resize Terrain**\. 10 | 11 | 1. For **Heightmap Resolution**, select the desired value\. 12 | 13 | 1. For **Meters Per Texel**, select the desired value\. -------------------------------------------------------------------------------- /doc_source/terrain-import-data.md: -------------------------------------------------------------------------------- 1 | # Importing and Exporting Terrain Data 2 | 3 | You can import and export terrain data such as color maps, terrain blocks, and splat maps\. 4 | 5 | **Topics** 6 | + [Importing a Megaterrain Texture](terrain-import-color-megaterrain.md) 7 | + [Importing and Exporting Terrain Blocks](terrain-import.md) 8 | + [Importing Splat Maps](terrain-splat-maps.md) 9 | + [Terrain FAQs](terrain-troubleshoot.md) -------------------------------------------------------------------------------- /doc_source/terrain-import.md: -------------------------------------------------------------------------------- 1 | # Importing and Exporting Terrain Blocks 2 | 3 | You can import and export terrain areas or blocks\. When importing or exporting, you should also import or export the associated terrain texture layers\. 4 | 5 | **To import a terrain block and texture layers** 6 | 7 | 1. In Lumberyard Editor, click **Game**, **Terrain**, **Import Terrain Block** and select a `.trb` file to import\. 8 | 9 | 1. Click **Terrain**, **Terrain Texture Layers**\. 10 | 11 | 1. Click **File**, **Import Layers** and select terrain texture files to import\. 12 | 13 | **To export a terrain block and texture layers** 14 | 15 | 1. In Lumberyard Editor, click **Game**, **Terrain**, **Export Terrain Block**, and select a `.trb` file to export\. 16 | 17 | 1. Click **Terrain**, **Terrain Texture Layers**\. 18 | 19 | 1. Click **File**, **Export Layers**, and select terrain texture files to export\. -------------------------------------------------------------------------------- /doc_source/terrain-intro.md: -------------------------------------------------------------------------------- 1 | # Creating Terrain 2 | 3 | You can add realistic elements such as mountains, valleys, lakes, rivers, and roads to your terrain for your environment levels\. 4 | 5 | One of the primary tools used to first create a terrain is the Terrain Editor, as the following shows: 6 | 7 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/terrain/terrain-editor.png) 8 | 9 | **Topics** 10 | + [Creating High Quality Terrain](terrain-high-quality.md) 11 | + [Importing and Exporting Terrain Data](terrain-import-data.md) 12 | + [Using the Terrain Heightmap](terrain-heightmap-intro.md) 13 | + [Using Terrain Texture Layers](terrain-texture-layers-intro.md) 14 | + [Creating Landforms and Topography](terrain-landforms-intro.md) 15 | + [Creating Bodies of water](terrain-water-intro.md) 16 | + [Copying and Moving Terrain Areas](terrain-copy.md) -------------------------------------------------------------------------------- /doc_source/terrain-roads-intro.md: -------------------------------------------------------------------------------- 1 | # Creating Roads 2 | 3 | You can add realistic roads to your terrain in your environment level\. 4 | 5 | For information on the road entity, see [Road Entity](https://docs.aws.amazon.com/lumberyard/latest/legacyreference/entities-entity-road.html)\. 6 | 7 | **Topics** 8 | + [Creating the Road Entity](terrain-roads-entity.md) 9 | + [Applying a Road Material](terrain-roads-material.md) 10 | + [Adjusting Road Spline Geometry](terrain-roads-spline-geometry.md) 11 | + [Splitting and Merging Roads](terrain-roads-split-merge.md) -------------------------------------------------------------------------------- /doc_source/terrain-texture-layers-add.md: -------------------------------------------------------------------------------- 1 | # Adding a Terrain Texture Layer 2 | 3 | Create a new texture layer and change the terrain texture and material as desired\. 4 | 5 | **To add a terrain texture layer** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Other**, **Terrain Texture Layers**\. 8 | 9 | 1. In **Terrain Texture Layers**, under **Layer Tasks**, click **Add Layer**\. 10 | 11 | 1. Double\-click the **NewLayer** text and assign a unique name to it\. 12 | 13 | 1. Click **Materials/material\_terrain\_default** to open Material Editor\. 14 | 15 | 1. In the tree, click **Materials\\material\_terrain\_default** and adjust material and other settings as needed\. -------------------------------------------------------------------------------- /doc_source/terrain-texture-layers-export.md: -------------------------------------------------------------------------------- 1 | # Exporting Terrain Texture Layers 2 | 3 | You can export your terrain texture layer, so that you can then reuse it in multiple levels\. 4 | 5 | **To export a terrain texture layer** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Terrain Texture Layers**\. 8 | 9 | 1. Click **File**, **Export Layers**\. 10 | 11 | 1. Enter a file name and select a directory path for the exported file and then click **Save**\. -------------------------------------------------------------------------------- /doc_source/terrain-texture-layers-import.md: -------------------------------------------------------------------------------- 1 | # Importing Terrain Texture Layers 2 | 3 | By importing a saved layer, all materials, textures, and shader settings can be quickly applied to your level\. 4 | 5 | **To import a terrain texture layer** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Other**, **Terrain Texture Layers**\. 8 | 9 | 1. Click **File**, **Import Layers**\. 10 | 11 | 1. Select the layer \(`.lay`\) file for import, then click **Open**\. -------------------------------------------------------------------------------- /doc_source/terrain-texture-layers-intro.md: -------------------------------------------------------------------------------- 1 | # Using Terrain Texture Layers 2 | 3 | You can create terrain texture layers and paint them to enhance your environment level\. 4 | 5 | The primary tool for creating and managing terrain texture layers in your level is the Terrain Texture Layers editor\. 6 | 7 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/terrain/terrain-texture-layers-editor.png) 8 | 9 | **For information about working with splat maps, see [Importing Splat Maps](terrain-splat-maps.md)\.** 10 | + [Adding a Terrain Texture Layer](terrain-texture-layers-add.md) 11 | + [Applying a Texture Layer Material](terrain-texture-layers-material.md) 12 | + [Importing Terrain Texture Layers](terrain-texture-layers-import.md) 13 | + [Exporting Terrain Texture Layers](terrain-texture-layers-export.md) 14 | + [Painting Terrain Texture Layers](terrain-texture-layers-paint.md) 15 | + [Changing Terrain Tile Resolution](terrain-texture-tiles-resolution.md) -------------------------------------------------------------------------------- /doc_source/terrain-texture-layers-material.md: -------------------------------------------------------------------------------- 1 | # Applying a Texture Layer Material 2 | 3 | All terrain texture layer materials use the [Terrain\.Layer Shader](shader-ref-terrain-layer.md)\. All terrain materials should be "high\-passed" in your DCC tool in order for them to work correctly with this shader\. 4 | 5 | **To apply or edit a material for a texture layer** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Other**, **Terrain Texture Layers**\. 8 | 9 | 1. In **Terrain Texture Layers**, double\-click the layer you want to apply or edit a material for\. 10 | 11 | 1. In **Material Editor**, expand the tree and select your asset\. 12 | 13 | 1. Change settings and shader parameters as needed\. 14 | 15 | 1. In **Terrain Texture Layers**, click **Assign Material**\. 16 | 17 | 1. Close Material Editor\. -------------------------------------------------------------------------------- /doc_source/terrain-vegetation-trees.md: -------------------------------------------------------------------------------- 1 | # Vegetation Texture Mapping 2 | 3 | Vegetation gets its appearance from texture mapping\. Trees use two different sets of textures maps, one for leaves and branches and one for the trunk\. Normal and specular maps can have a gloss map in the alpha channel\. 4 | 5 | The texture map you use depends on the type of vegetation: 6 | 7 | **Grass** – Diffuse map only 8 | 9 | **Leaves and branches \(trees or bushes\)** – Diffuse, specular, normal, and opacity maps 10 | 11 | **Tree trunks** – Diffuse, specular and normal maps 12 | 13 | Vegetation placement on a terrain texture layer is based on the pivot point of the vegetation object\. Bigger vegetation objects might overlap with other terrain texture layers\. This is most obvious if you have two different materials touching, like grass and mud\. -------------------------------------------------------------------------------- /doc_source/terrain-water-waterfalls.md: -------------------------------------------------------------------------------- 1 | # Adding Waterfalls 2 | 3 | A waterfall is a natural feature to add to cliffs or when a river changes elevation or course\. Waterfalls are placed as 2D decals in the terrain\. 4 | 5 | **To add a waterfall** 6 | 7 | 1. In Lumberyard Editor, click **Tools**, **Material Editor**\. 8 | 9 | 1. In the Material Editor, select a suitable texture asset\. 10 | 11 | 1. Under **Material Settings**, select the **Waterfall** shader\. 12 | 13 | 1. Under **Texture Maps**, place the texture in the alpha channel of the **Diffuse** texture map\. 14 | 15 | 1. Expand **Diffuse\\Oscillator** and adjust parameter values to produce a realistic animation effect for the texture\. 16 | 17 | 1. Under **Shader Params**, adjust **Foam** parameters as needed\. 18 | 19 | 1. Adjust other material settings and shader parameters as needed\. 20 | 21 | 1. Place the waterfall in your level, clicking to create a simple geometry that follows the terrain\. 22 | 23 | 1. Apply water \(rain\) particle effects if desired\. -------------------------------------------------------------------------------- /doc_source/testing-debugging-intro.md: -------------------------------------------------------------------------------- 1 | # Profiling, Testing, and Debugging Game Projects 2 | 3 | Lumberyard includes a number of tools that are used for testing builds, profiling performance, and debugging various issues that may be encountered\. 4 | 5 | **Topics** 6 | + [Profiler](profiler-intro.md) 7 | + [Using AZ Test Scanner](testing-aztestscanner.md) 8 | + [Writing Tests for AzTest](testing-aztest-writing-tests.md) 9 | + [Debugging Issues](debugging-intro.md) 10 | + [Tracking File Access](tracking-file-access.md) -------------------------------------------------------------------------------- /doc_source/ui-animating.md: -------------------------------------------------------------------------------- 1 | # Animating the UI 2 | 3 | You can animate your game's UI using one of the following tools: 4 | 5 | [**Scripted Entity Tweener System**](ui-animating-tweener.md) 6 | Installed as a gem, this system uses custom Lua scripts to create powerful and flexible animations\. 7 | 8 | [**UI Animation Editor**](ui-animation.md) 9 | Embedded as a GUI in the **UI Editor**, this tool can create complex animations\. You activate your animation sequences by using Script Canvas, with the UiAnimationBus eBus, or through C\+\+ scripting\. -------------------------------------------------------------------------------- /doc_source/ui-animation-playing.md: -------------------------------------------------------------------------------- 1 | # Playing Animation Sequences 2 | 3 | You can play back the animation in the **Animation Editor** to preview what it will look like in your game\. Playing the animation sequence animates the UI elements in the **UI Editor**\. 4 | 5 | **To control playback of animation in the UI Editor** 6 | + In the **Play** toolbar of the **Animation Editor**, use the **Play**, **Pause**, **Stop**, **Go to start of sequence**, and **Go to end of sequence** buttons\. -------------------------------------------------------------------------------- /doc_source/ui-editor-changing-size.md: -------------------------------------------------------------------------------- 1 | # Changing the Canvas Size 2 | 3 | Change your game UI canvas size to visualize how your canvas might look on other displays and devices of varying resolutions\. The size at which you save your canvas is the reference size that is used when you perform the **Scale to Device** action\. 4 | 5 | **To change the canvas size** 6 | 7 | 1. On the toolbar, click the arrow beside the resolution to see a list of commonly used canvas sizes for various platforms\. 8 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/ui-canvas-change-size.png) 9 | 10 | 1. Select the size you want or click **Other** to enter a custom canvas size\. 11 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/ui-canvas-select-size.png) 12 | 13 | **Tip** 14 | You can customize the list of canvas sizes that appear in the list by modifying a `JSON` file stored locally on your machine\. In Windows, the canvas size presets file is located in the following directory: 15 | `C:\Users\\AppData\Local\Amazon\Lumberyard\size_presets.json` -------------------------------------------------------------------------------- /doc_source/ui-editor-components-actions.md: -------------------------------------------------------------------------------- 1 | # Actions 2 | 3 | You can use the **Actions** properties to trigger a particular event when one of the listed actions occur\. Type a string for one of the actions\. When the listed action occurs \(for example, when a game player starts to pause on the element\), the listed string is sent as an action\. 4 | 5 | You can enter strings for the following actions: 6 | + **Hover start** 7 | + **Hover end** 8 | + **Pressed** 9 | + **Release** 10 | 11 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/ui-editor-components-actions.png) -------------------------------------------------------------------------------- /doc_source/ui-editor-components-autoactivate.md: -------------------------------------------------------------------------------- 1 | # Auto Activate 2 | 3 | The **Auto Activate** setting applies to interactive elements that remain active after they are pressed\. These include the slider, scroll bar, scroll box, and text input\. 4 | 5 | When Auto Activate is set, an element automatically activates when navigated to with the directional keys, and deactivates when navigated away from with the directional keys\. The user does not need to press the **Enter** and **Back** keys to activate or deactivate the element\. 6 | 7 | The UI must be designed so that a user cannot get stuck on an activated element\. For example, a horizontal slider that is set to automatically activate should not have another interactive element to the left or right of it\. This is because pressing the left or right key on an active slider moves the slider handle\. -------------------------------------------------------------------------------- /doc_source/ui-editor-components-firstfocus.md: -------------------------------------------------------------------------------- 1 | # First Focus Element 2 | 3 | To determine which element receives first focus when a canvas is first loaded, set the **First Focus Element** in the [Canvas Properties](ui-editor-canvas-properties.md)\. The **First Focus Element** receives focus upon canvas load when no mouse is detected\. If you do not set a **First Focus Element**, or if a mouse is detected, no element has focus until the user provides direction input from a keyboard or mouse\. At that point, the element closest to the top left corner of the canvas receives focus\. 4 | 5 | Once an element has focus, navigation to other elements is controlled by the [navigation properties](ui-editor-components-interactive-properties-navigation.md) defined for each interactive component\. -------------------------------------------------------------------------------- /doc_source/ui-editor-components-interactive-properties-input.md: -------------------------------------------------------------------------------- 1 | # Input Enabled 2 | 3 | The **Input Enabled** setting, selected by default, determines whether the component can be interacted with\. 4 | 5 | To visualize how the interactive element looks in its disabled state, deselect the **Input Enabled** setting, and then use [Preview mode](ui-editor-previewing-canvas.md) to preview your canvas\. -------------------------------------------------------------------------------- /doc_source/ui-editor-components-interactive-properties-multitouch-input.md: -------------------------------------------------------------------------------- 1 | # Multi\-Touch Input Enabled 2 | 3 | The **Multi\-Touch Input Enabled** check box is selected by default\. This setting determines whether the component will handle all multi\-touch events it receives\. When the check box is unchecked, this interactable will handle only primary touch input events\. 4 | 5 | Lumberyard ignores this setting if **Handle multi\-touch** is not enabled in the parent UI Canvas component\. 6 | 7 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/ui-editor-canvas-properties-multitouch.png) -------------------------------------------------------------------------------- /doc_source/ui-editor-components-interactive-properties-navigation.md: -------------------------------------------------------------------------------- 1 | # Navigation 2 | 3 | You can use the **Navigation** group of properties to specify how the arrow keys or gamepad navigates between interactive elements\. 4 | 5 | For each interactive element, you can set navigation to one of the following: 6 | + **Automatic** – Algorithm determines which interactive elements become focused when up, down, left, or right is pressed\. 7 | + **Custom** – You manually specify the interactive elements that become focused when up, down, left, or right is pressed\. 8 | + **None** – This option removes navigation capability; using the keyboard or gamepad, the player cannot focus on this element\. 9 | 10 | ![\[Image NOT FOUND\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/ui-editor-components-interactive-navigation.png) -------------------------------------------------------------------------------- /doc_source/ui-editor-components-transform.md: -------------------------------------------------------------------------------- 1 | # Transform2D Component 2 | 3 | The **Transform2D** component is automatically added to every UI element you create\. This component defines the element's position, rotation, size, and scale\. 4 | 5 | **Topics** 6 | + [Managing UI Anchors and Offsets](ui-editor-anchors.md) 7 | + [Scale to Device](ui-editor-transform-scale.md) -------------------------------------------------------------------------------- /doc_source/ui-editor-components-visual.md: -------------------------------------------------------------------------------- 1 | # Visual Components 2 | 3 | You can add one visual component to an element: **Image**, **Particle Emitter**, or **Text**\. 4 | 5 | **Topics** 6 | + [Image](ui-editor-components-image.md) 7 | + [Particle Emitter](ui-editor-components-visual-particle-emitter.md) 8 | + [Text](ui-editor-components-text.md) -------------------------------------------------------------------------------- /doc_source/ui-editor-intro.md: -------------------------------------------------------------------------------- 1 | # Creating and Customizing Project User Interfaces 2 | 3 | You can use the **UI Editor** to create and customize various parts of the game user interface, such as images, text, buttons, menus, scroll boxes, and heads\-up displays \(HUDs\)\. For a tutorial about UI creation for games, see [Lumberyard Tutorials](https://gamedev.amazon.com/forums/tutorials)\. 4 | 5 | **Topics** 6 | + [Using the UI Editor](ui-editor-using.md) 7 | + [Working with UI Canvases](ui-editor-creating-canvases.md) 8 | + [Defining Game and Level Load Screens](ui-editor-load-screens.md) 9 | + [Working with UI Slices](ui-editor-working-slices.md) 10 | + [UI Elements](ui-editor-elements.md) 11 | + [UI Components](ui-editor-components.md) 12 | + [Implementing New Fonts](ui-fonts.md) 13 | + [TrueType Fonts](graphics-rendering-truetype.md) 14 | + [Animating the UI](ui-animating.md) 15 | + [UI Lua Reference](lua-scripting-ces-api-ui.md) -------------------------------------------------------------------------------- /doc_source/ui-editor-loading-canvases-lua.md: -------------------------------------------------------------------------------- 1 | # Loading Canvases in Lua 2 | 3 | You can use the Lua scripting language to load and unload UI canvases\. For more information, see [Loading Canvases in Lua](https://docs.aws.amazon.com/lumberyard/latest/legacyreference/lua-scripting-ces-loading-canvases.html) in the *Amazon Lumberyard Legacy Reference*\. -------------------------------------------------------------------------------- /doc_source/ui-editor-previewing-setting-size.md: -------------------------------------------------------------------------------- 1 | # Setting Canvas Size in Preview 2 | 3 | Change your game UI canvas size in **UI Editor** **Preview** to visualize how your canvas might look at different screen resolutions and to see how the interactive elements change state\. Changing your canvas size in **Preview** does not affect the canvas size at which you are authoring the UI canvas—that is controlled in the [**UI Editor**](ui-editor-changing-size.md)\. 4 | 5 | Setting your canvas size in **Preview** is useful when designing games that run on devices that have multiple resolutions\. You can see at different resolutions how an element's size and position changes based on the settings of its **Transform2D** properties, such as anchors, offsets, and the **Scale to Device** settings\. For more information on the **Transform2D** properties, see [Transform2D Component](ui-editor-components-transform.md)\. 6 | 7 | The **Canvas scale** in the toolbar shows the scale at which the canvas is displayed\. If the **Preview canvas size** selected is larger than the viewport size, the canvas you are previewing is drawn at a reduced scale\. -------------------------------------------------------------------------------- /doc_source/ui-editor-scaling-device-resolution.md: -------------------------------------------------------------------------------- 1 | # Scaling to Device Resolutions 2 | 3 | You can use the **Scale to Device** property on the **Transform2D** component with the anchoring system to build UIs that display on multiple screen resolutions\. The **Scale to Device** property applies an element scale that’s based on the ratio of the authored canvas size to the target canvas size\. 4 | 5 | To view the effects of this computation, open the **Preview** canvas in the UI Editor\. 6 | 7 | For more information about the **Transform2D** component’s **Scale to Device** property, see [Scale to Device](ui-editor-transform-scale.md)\. -------------------------------------------------------------------------------- /doc_source/ui-editor-transform2d.md: -------------------------------------------------------------------------------- 1 | # Configuring UI Anchors and Offsets 2 | 3 | Each UI element's position is determined by the **Transform2D** component\. The **Transform2D** component sets a UI element's position and size relative to its parent's edges\. The parent may be another element \(if the elements are nested\), or the canvas\. 4 | 5 | For more information about the **Transform2D** component, see [Managing UI Anchors and Offsets](ui-editor-anchors.md)\. -------------------------------------------------------------------------------- /doc_source/ui-editor-working-slices-dynamic.md: -------------------------------------------------------------------------------- 1 | # Flagging Dynamic Slices 2 | 3 | A slice flagged as a dynamic slice can be used like any other slice, but it can also be instantiated at runtime\. 4 | 5 | You can flag a slice as dynamic in the **Asset Browser**\. 6 | 7 | **To flag a slice as dynamic** 8 | + Right\-click the `.slice` file and choose **Set Dynamic Slice**\. 9 | 10 | To instantiate a UI slice at runtime, use the **UiSpawner** component on a UI element\. This causes the system to automatically spawn a dynamic slice on activation\. It also exposes a bus to Lua and C\+\+ that allows the slice to be instantiated whenever needed\. -------------------------------------------------------------------------------- /doc_source/ui-editor-working-slices-instantiating.md: -------------------------------------------------------------------------------- 1 | # Instantiating a UI Slice 2 | 3 | You can create an instance of a slice in your UI canvas\. 4 | 5 | **To instantiate a slice** 6 | In the **UI Editor**, do one of the following: 7 | 8 | 1. Choose **New**, **Element from Slice Browser**\. This displays a file browser to select your slice file\. 9 | 10 | 1. Choose **New**, **Element from Slice Library**\. This displays a hierarchical menu of all the slices under `\UI\Slices\Library`\. 11 | ![\[Create a new element from a slice library in the UI Editor\]](http://docs.aws.amazon.com/lumberyard/latest/userguide/images/game_ui_editor/element-from-slice-library.png) -------------------------------------------------------------------------------- /doc_source/ui-editor-working-slices.md: -------------------------------------------------------------------------------- 1 | # Working with UI Slices 2 | 3 | The UI system uses the slices technology, which is a cascaded data management system for entities\. This slice technology is similar to what the main Lumberyard Editor uses, but the user interface and some of the requirements are slightly different for the UI system\. 4 | 5 | For more information about component entity system slices, see [Working with Slices](component-slices.md)\. 6 | 7 | 8 | 9 | **Topics** 10 | + [Creating a UI Slice](ui-editor-working-slices-creating.md) 11 | + [Instantiating a UI Slice](ui-editor-working-slices-instantiating.md) 12 | + [Creating a Cascaded UI Slice](ui-editor-working-slices-cascaded.md) 13 | + [Creating a Detached UI Slice](ui-editor-working-slices-detached.md) 14 | + [Modifying a UI Slice and Pushing Changes](ui-editor-working-slices-modifying.md) 15 | + [Editing Slices in a New Tab](ui-editor-working-slices-newtab.md) 16 | + [Flagging Dynamic Slices](ui-editor-working-slices-dynamic.md) -------------------------------------------------------------------------------- /doc_source/ui-fonts.md: -------------------------------------------------------------------------------- 1 | # Implementing New Fonts 2 | 3 | You can add fonts to your game UI in Lumberyard by saving the font asset to your game project and creating an `.xml` file that contains specifics for that font, such as the path to the font file and parameters that affect the font's appearance\. You can combine multiple font assets into a single font family and further customize text appearance using [Text Markup](ui-editor-components-text.md#ui-editor-component-text-styling-markup)\. 4 | 5 | Using the procedures in this section, you can: 6 | + [Add new fonts to your game UI](ui-fonts-adding-fonts.md) 7 | + [Create font families](ui-fonts-create-font-families.md) 8 | + [Configure font rendering quality](ui-fonts-rendering.md) -------------------------------------------------------------------------------- /doc_source/uninstalling-amazon-lumberyard.md: -------------------------------------------------------------------------------- 1 | # Uninstalling Amazon Lumberyard 2 | 3 | If you want to uninstall Lumberyard, you can remove it with Windows Control Panel\. The uninstall removes the Lumberyard Setup Assistant, Project Configurator, and Lumberyard Editor \. 4 | 5 | **To uninstall Lumberyard** 6 | 7 | 1. Go to the **Control Panel** and navigate to the list of programs on your computer\. 8 | 9 | 1. Click **Lumberyard\_*your\_version*** and then choose **Uninstall**\. 10 | 11 | 1. In the Lumberyard Setup prompt, choose **Uninstall**\. 12 | 13 | After the process is done, the **Uninstall Successfully Completed** message appears\. -------------------------------------------------------------------------------- /doc_source/vegetation-debugging.md: -------------------------------------------------------------------------------- 1 | # Vegetation Debugging 2 | 3 | Branches and tree trunks can be broken upon collision\. 4 | 5 | **e\_vegetation 1 \| 0** 6 | Enables and disables rendering of the vegetation\. 1 = on, 0 = off\. 7 | 8 | **e\_MergedMeshesDebug 1** 9 | Displays statistics on global memory consumption of vegetation objects placed in the level\. 10 | 11 | **e\_MergedMeshesDebug 2** 12 | Displays vegetation in the cells that form the merged meshes\. They are color coded over distance\. Red boxes should be displayed only around the player \(the cell the player is standing in and the surrounding eight cells\)\. Beyond this, all cells should be green\. 13 | Displayed above each cell is information about the current LOD step and memory consumption for the cell—this updates as you move closer and further away\. -------------------------------------------------------------------------------- /doc_source/vegetation-grass-intro.md: -------------------------------------------------------------------------------- 1 | # Adding Grass 2 | 3 | You can add realistic grass to your terrain in your environment level\. You can drag to place and quickly paint the entire terrain, or manually click clump\-by\-clump to provide the most control and best results\. 4 | 5 | **Topics** 6 | + [Adding Grass Manually](vegetation-grass-manual.md) 7 | + [Painting to Add Grass](vegetation-grass-procedural.md) -------------------------------------------------------------------------------- /doc_source/vegetation-trees.md: -------------------------------------------------------------------------------- 1 | # Adding Trees and Bushes 2 | 3 | 4 | **** 5 | 6 | | | 7 | | --- | 8 | | This topic references tools and features that are [legacy](https://docs.aws.amazon.com/lumberyard/latest/userguide/ly-glos-chap.html#legacy)\. If you want to use legacy tools in Lumberyard Editor, disable the [CryEntity Removal gem](https://docs.aws.amazon.com/lumberyard/latest/userguide/gems-system-cryentity-removal-gem.html) using the [Project Configurator](https://docs.aws.amazon.com/lumberyard/latest/userguide/configurator-intro.html) or the [command line](https://docs.aws.amazon.com/lumberyard/latest/userguide/lmbr-exe.html)\. To learn more about legacy features, see the [Lumberyard Legacy Reference](https://d3bqhfbip4ze4a.cloudfront.net/lumberyard-legacy.pdf)\. | 9 | 10 | You can add realistic trees and bushes to your terrain in your environment level\. You must add trees and bushes manually\. 11 | 12 | **To add trees or bushes** 13 | 14 | 1. In the **Rollup Bar**, on the **Objects** tab, click **Geom Entity**\. 15 | 16 | 1. Under **Browser**, select the desired vegetation\. 17 | 18 | 1. Drag to place the tree or bush in your level\. -------------------------------------------------------------------------------- /doc_source/virtual-reality-ebus.md: -------------------------------------------------------------------------------- 1 | # Using EBus Request Bus Interface for Virtual Reality 2 | 3 | Use the following request function with the StereoRendererBus event bus \(EBus\) interface to communicate with other components of your game\. 4 | 5 | For more information about using the EBus interface, see [Working with the Event Bus \(EBus\) system](ebus-intro.md)\. 6 | 7 | ## IsRenderingToHMD 8 | 9 | Returns true if the renderer is rendering to the HMD\. 10 | 11 | **Parameters** 12 | None 13 | 14 | **Response** 15 | `True` or `False` 16 | 17 | **Scriptable** 18 | Yes -------------------------------------------------------------------------------- /doc_source/waf-using-intro.md: -------------------------------------------------------------------------------- 1 | # Using Waf 2 | 3 | **Topics** 4 | + [Adding a Game Project](waf-using-game-project.md) 5 | + [Adding a Spec](waf-using-spec.md) 6 | + [Adding a Build Module](waf-using-module.md) 7 | + [Launching the Game Project](waf-launching-project.md) -------------------------------------------------------------------------------- /doc_source/weather-clouds-intro.md: -------------------------------------------------------------------------------- 1 | # Adding Clouds 2 | 3 | You can create realistic\-looking clouds in your level that move, cast shadows, and that objects can fly through\. 4 | 5 | To add clouds to your level, you add the **[Sky Cloud](component-sky-cloud.md)** component to an entity\. With the **Sky Cloud** component, you can define the cloud's shape, its volume, how fast it moves, the dimensions of its loop box, and more\. 6 | 7 | See the following sections to set other cloud effects, such as cloud shading, cloud shadows, and 2D distance clouds\. 8 | 9 | **Topics** 10 | + [Placing Distance Clouds](weather-clouds-2d-distance-mesh.md) 11 | + [Adding 3D Cloud Shadows](weather-clouds-3d-shadows.md) 12 | + [Setting Cloud Shading Parameters](weather-clouds-shading.md) -------------------------------------------------------------------------------- /doc_source/weather-clouds-shading.md: -------------------------------------------------------------------------------- 1 | # Setting Cloud Shading Parameters 2 | 3 | Cloud shading, unlike cloud shadows, affects the brightness and color of clouds in your level\. The environment sky and sun color affect how clouds look\. 4 | 5 | **To set cloud shading parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Time of Day Editor**, under **Parameters**, adjust the following **Cloud Shading** properties\. 10 | + **Sun contribution** – Specifies how much the sun affects the cloud brightness\. 11 | + **Sun custom color** – Sets the RGB sun color\. 12 | + **Sun custom color multiplier** – Sets the brightness of the sun, which is multiplied by the sun custom color\. 13 | + **Sun custom color influence** – Sets the degree to which the color of the sun contributes to the color of the clouds\. -------------------------------------------------------------------------------- /doc_source/weather-fog-global.md: -------------------------------------------------------------------------------- 1 | # Setting Global \(Time of Day\) Fog 2 | 3 | You can use global fog to simulate particles that are distributed uniformly along the ground and fall off exponentially with height above sea level\. Global fog accurately accounts for time of day lighting and for scattered sunlight rays to produce haze at the horizon and halos around the sun\. You can also use this effect to cast shadows for objects and clouds through the fog\. 4 | 5 | **To set global fog parameters** 6 | 7 | 1. In Lumberyard Editor, choose **Tools**, **Other**, **Time Of Day**\. 8 | 9 | 1. In the **Parameters** pane, for **Fog**, adjust the [Fog Parameters](sky-tod-parameters.md#fog-time-of-day-parameters) as needed\. 10 | 11 | 1. Close the **Time of Day** editor\. -------------------------------------------------------------------------------- /doc_source/weather-intro.md: -------------------------------------------------------------------------------- 1 | # Adding Weather Effects 2 | 3 | Lumberyard offers a variety of realistic weather effects for your level environment\. 4 | 5 | **Topics** 6 | + [Adding Wind Effects](weather-wind-intro.md) 7 | + [Adding Clouds](weather-clouds-intro.md) -------------------------------------------------------------------------------- /doc_source/weather-wind-intro.md: -------------------------------------------------------------------------------- 1 | # Adding Wind Effects 2 | 3 | You can create realistic wind effects in your level environment\. 4 | 5 | **Topics** 6 | + [Adding Global Wind](weather-wind-global.md) 7 | + [Adding Ocean Wind](weather-wind-ocean.md) 8 | + [Creating Wind Areas](weather-wind-areas.md) 9 | + [Adding Localized Wind](weather-wind-local.md) --------------------------------------------------------------------------------