Lumberyard User Guide
Lumberyard User Guide Lumberyard User Guide
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Contents
- What is Lumberyard?
- Lumberyard Systems
- Supported platforms
- Setting up Amazon Lumberyard
- Lumberyard Programming Concepts and Resources
- Lumberyard Editors and Tools
- Lumberyard Asset File Types
- Lumberyard Blog, Forums, and Feedback
- Key Lumberyard Terminology
- Working with Lumberyard projects
- Creating Lumberyard projects
- Building Lumberyard projects
- Game Build Types in Amazon Lumberyard
- Using the Waf Build System
- Waf File System
- Waf Commands and Options
- Waf Supported Operating Systems and Compilers
- Waf Project Settings
- Using the Waf Artifacts Cache
- Adding Third-Party Libraries
- Creating Third-Party Library Configuration Files for Waf
- Waf Extensions
- Using Waf
- Adding User Settings to Waf
- Adding Qt 5 Content to Waf
- Using Uber Files
- Debugging Waf
- Adding Custom Game Icons
- Using Lumberyard sample projects and levels
- Using Lumberyard Editor
- Lumberyard Editor Interface
- Using the Menu Bar
- Using the Top Toolbar
- Using the Bottom Toolbar
- Using Keyboard Shortcuts
- Using the Viewport
- Using the Console Window
- Automating the Lumberyard Editor with the Python Editor Bindings gem
- Demo and Video Capture
- Customizing Lumberyard Editor
- Restoring the Default Layout for Lumberyard Editor
- Working with assets in Lumberyard
- Working with the Asset Pipeline and asset files
- Bundle game assets in Amazon Lumberyard
- What is the Amazon Lumberyard Asset Bundler?
- Build and bundle assets for release in Lumberyard
- Creating Multiple Asset Bundles
- Create content patches with Lumberyard
- Migrating a Game Project to the Asset Bundler
- Resolving Missing Assets
- Verifying that Bundles Contain Required Assets
- Using the File Tagging System to Include or Exclude Assets
- Amazon Lumberyard Asset List Comparison Operations
- Default dependencies for Lumberyard projects
- Asset Bundler Concepts and Terms
- Lumberyard Asset Bundler Command-Line Tool Reference
- Customize FBX asset export with FBX Settings
- Process custom assets with Python Asset Builder
- Working with component entities
- Entity Outliner
- Entity Inspector
- Working with Components
- Working with Slices
- Component Reference
- Actor
- AnimGraph
- Anim Graph Net Sync
- Area Light
- Attachment
- Audio Area Environment
- Audio Environment
- Audio Listener
- Audio Preload
- Audio Proxy
- Audio Rtpc
- Audio Switch
- Audio Trigger
- Behavior Tree
- Blast Family component
- Blast Family Mesh Data component
- Camera
- Camera Rig
- Cloth component
- Comment
- Decal
- Environment Probe
- FastNoise Gradient
- Fog Volume
- Geom Cache
- Altitude Gradient
- Constant Gradient
- Image Gradient
- Random Noise Gradient
- Reference Gradient
- Slope Gradient
- Shape Falloff Gradient
- Surface Mask Gradient
- Perlin Noise Gradient
- Dither Gradient Modifier
- Invert Gradient Modifier
- Levels Gradient Modifier
- Gradient Mixer
- Posterize Gradient Modifier
- Smooth-Step Gradient Modifier
- Threshold Gradient Modifier
- Gradient Transform Modifier
- High Quality Shadow
- Infinite Ocean
- Understanding Water Properties
- Infinite Ocean Component Properties
- Water Shader Material for the Infinite Ocean Component
- Best Practices Working with the Infinite Ocean Component
- Additional Workflow
- Console Variables for the Infinite Ocean Component
- Infinite Ocean Component with the Track View Editor
- Infinite Ocean Component Request Bus Interface
- Using the Infinite Ocean Component with Script Canvas
- Input
- Legacy Terrain level component
- Lens Flare
- Lightning
- Lighting Arc
- Lua Script
- Mesh
- Navigation
- Navigation Area
- Navigation Seed
- Network Binding
- OccluderArea
- Particle
- Point Light
- Polygon Prism Shape
- Portal
- Projector Light
- PhysX Ball Joint component
- PhysX Character Controller
- PhysX Collider
- PhysX Fixed Joint component
- PhysX Force Region
- PhysX Hinge Joint component
- PhysX Ragdoll
- PhysX Rigid Body
- PhysX Shape Collider
- PhysX Terrain
- Rain
- Random Timed Spawner
- Render to Texture
- River
- Road
- Script Canvas
- Shapes: Cylinder, Capsule, Disk, Box, Sphere, Compound
- Simple Motion
- Simple State
- Sky Cloud
- Sky Highlight
- Snow
- Spawner
- Spline
- Tag
- Transform
- Trigger Area
- Tube Shape
- UI Canvas Asset Ref
- UI Canvas on Mesh
- UI Canvas Proxy Ref
- Vegetation Layer Spawner
- Vertex Containers
- Video Playback
- Video Playback Bink
- VisArea
- VR Preview
- Water Volume
- White Box component
- White Box Collider component
- Converting Entities with the Legacy Converter
- Programmer’s Guide to Entities and Components
- Creating a Component
- Registering Your Component
- Reflecting a Component for Serialization and Editing
- Defining and Using Component Services
- Editor Components
- Creating System Components
- Programmer’s Guide to Component Mode
- Components and EBuses
- Tick Bus and Components
- Exposing Custom Components to Track View for Animation
- Components and EBuses: Best Practices
- Gameplay Bus
- Reflecting Lumberyard Classes, Methods, and EBus Interfaces
- Add modular features and assets with Gems
- Enabling Gems
- Creating a Gem
- Programming with Gems
- Gems Available in Lumberyard
- Asset Memory Analyzer Gem
- Camera Framework Gem
- ChatPlay Gem
- Cloud Canvas Cloud Gems
- Cloud Canvas Gem
- CryEntity Removal Gem
- EMotion FX Animation Gem
- Fast Noise Gem
- GameEffect Gem
- GameLift Gem
- GameState Gem
- GameState Samples Gem
- Gestures Gem
- Graphics Scripting
- HMD Framework Gem
- HttpRequestor Gem
- Image Processing
- In-App Purchases Gem
- Input Management Framework Gem
- Landscape Canvas Gem
- Lightning Arc Gem
- Legacy Terrain Gem
- LmbrCentral Gem
- LyShine
- Maestro Gem
- Metastream Gem
- Microphone Gem
- Multiplayer Gem
- NullVR Gem
- NVIDIA Blast gem
- NVIDIA Cloth gem
- Physically Based Shaders (PBS) Gem
- PhysX
- PhysX Characters
- PhysX Debug
- Physics Entities Gem
- Primitive Assets Gem
- Process Life Management Gem
- Python Asset Builder gem
- RAD Telemetry Gem
- Rain Gem
- Render to Texture
- SaveData Gem
- Scene Processing Gem
- Script Canvas Gem
- Scripted Entity Tweener Gem
- Sky Clouds Gem
- Slice Favorites
- Snow Gem
- Starting Point Input Gem
- Twitch v5 Gem
- Twitch API Gem
- Twitch Chat Gem
- UiBasics Gem
- User Login Default Gem
- Video Playback Gem
- Video Playback Bink Gem
- Virtual Gamepad Gem
- Virtual Reality Gems
- Visibility
- Websockets Gem
- White Box Gem
- Create levels in Lumberyard
- Creating levels and adding environment effects
- Creating a New Level
- Creating Terrain
- Blending Environment Probes
- Working with Database Libraries
- Adding Sky Effects
- Adding Weather Effects
- Adding Vegetation
- Dynamic vegetation
- Creating levels and adding environment effects
- Actor and effects animation in Lumberyard
- Create and animate characters
- Animation Editor Concepts and Terms
- Animation Editor User Interface
- Animation Editor File Types
- Getting Started with the Animation Editor
- Referencing External Anim Graphs
- Synchronizing Animation Graphs: Example
- Animation Editor Components
- Using Morph Targets to Deform Characters
- Customizing State Machine Routing with Sparse Motion Sets
- Animation Editor Nodes
- Using Tags with Animation Graphs
- Customizing EMotion FX Objects
- Creating Custom Motion Events and Parameters Using C++
- Creating and Simulating a PhysX Ragdoll
- Creating Additive Animations
- Retargeting Motions
- Creating Simulated Objects
- Add Cloth Colliders to actors
- Best Practices for Working with Skinned Meshes for Animation
- Adding particle effects
- Using the Particle Editor
- Customizing the Particle Editor UI
- Managing Particle Libraries
- Using the Preview Panel
- Particles Attributes Reference
- Creating and Managing Particle Emitters
- Working with Emitter Shape Types
- Creating Custom Attribute Panels
- Using the Color Picker
- Using the Gradient Editor
- Managing Particle Level of Detail (LOD)
- Using Particle Editor Keyboard Shortcuts
- Particle Effects Best Practices
- Advanced Particle Techniques
- Particle Debugging with Console Variables
- Using the Particle Editor
- Create cinematic sequences
- Using the Track View Editor
- Populating a Scene
- Animating Characters in Scenes
- Capturing Image Frames
- Debugging Cinematic Scenes with Console Variables
- Create and animate characters
- Graphics and Rendering in Lumberyard
- Working with shaders and materials
- Concepts
- Shader Rendering System
- Shader Reference
- Common.Cloud Shader
- DistanceClouds Shader
- Eye Shader
- Fur Shader
- GeometryBeam Shader
- Glass Shader
- Hair Shader
- HumanSkin Shader
- Illum Shader
- LightBeam Shader
- ParticleImposter Shader
- Particles Shader
- Scopes Shader
- Sky Shader
- SkyHDR Shader
- TemplBeamProc Shader
- Terrain.Layer Shader
- Vegetation Shader
- VolumeObject Shader
- Water Shader
- Waterfall Shader
- WaterVolume Shader
- Selecting Material Surface Type
- Setting Material Opacity
- Setting Material Lighting and Color Settings
- Material ID Mapping in Autodesk 3ds Max
- Working with Textures
- Working with Substances
- Working with Blend Layers
- Parallax Mapping
- Using Vertex Colors
- Customizing Post-Processing Effects
- Toon Shading (Experimental Feature)
- Order-Independent Transparency
- Adding lighting and shadows
- Create screen effects
- Working with shaders and materials
- Programming in Lumberyard
- Working with Amazon Lumberyard systems APIs
- Working with the Event Bus (EBus) system
- Automating boilerplate with AZ Code Generator
- Input in Amazon Lumberyard
- Using Memory Allocators in Lumberyard
- Profiling, Testing, and Debugging Game Projects
- Lumberyard UI 2.0 Developer Documentation
- Object serialization
- Using Lumberyard Networking
- Tutorial: Getting Started with Multiplayer
- Overview
- Synchronizing Game State Using Components
- Synchronizing Game State Using Scripts
- Using Encryption
- Controlling Bandwidth Usage
- Using Bit Packing in Lumberyard Networking
- Setting up a Lobby
- Creating Dedicated Servers
- Using the TCP Stream Driver
- Using GridMate for Large-Scale Worlds
- Using Amazon GameLift
- Useful Console Commands
- Engaging Broadcasters and Viewers on Twitch
- Implementing Connected Features with Cloud Canvas
- Cloud Canvas Overview
- Cloud Gems
- Using the AWS Script Behaviors Cloud Gem
- Compute Farm Cloud Gem
- Defect Reporter Cloud Gem
- Using Dynamic Content Manager
- Game Metrics Cloud Gem
- In-Game Survey Cloud Gem
- Leaderboard Cloud Gem
- Message Of The Day Cloud Gem
- Player Account Cloud Gem Portal
- Speech Recognition Cloud Gem
- Text to Speech Cloud Gem (Using Amazon Polly)
- Web Communicator Cloud Gem
- Cloud Canvas Gameplay Design and Engineering Guide
- Cloud Canvas Software Engineering Guide
- Resource Manager in Depth
- Understanding Resource Status Descriptions
- Editing Resource Manager Files
- Working with JSON Files
- Viewing the Cloud Canvas Progress Log
- Working with Resource Groups
- Resource Definitions
- Permissions Metadata for Resource Definitions
- Importing Resource Definitions into Cloud Canvas
- Resource Deployments
- Resource Mappings
- Resource Manager Resource Group Parameters
- Custom Resources
- Cloud Gem Framework
- Getting Started with the Cloud Gem Framework
- Creating a Cloud Gem
- Getting Started With Game Development on the Cloud Gem Portal
- Lambda Language Support in the Cloud Gem Framework
- Making HTTP Requests Using the Cloud Gem Framework
- Cloud Gem Framework Resource Manager Hooks
- Running AWS API Jobs Using the Cloud Gem Framework
- AWS Behavior Context Reflections
- Adding AWS Resources to a Cloud Gem
- Cloud Gem Framework Service API
- Using the Cloud Gem Framework Command Line
- Using Shared Code
- Cloud Gem Framework and Resource Manager Versioning
- Updating Projects and Cloud Gems to Version 1.0.0 of the Cloud Gem Framework
- Resource Manager in Depth
- Administering Cloud Canvas
- Using the Cloud Canvas Command Line
- Localizing Game Projects
- Scripting in Amazon Lumberyard
- Creating Gameplay with Script Canvas
- Learning Guide
- Common Tasks
- Editor Reference
- Programmer Guide
- Script Canvas Node Reference
- Rendering Nodes
- Environment Nodes
- Material Nodes
- Material Owner Nodes
- Post Effects Nodes
- Apply Effect Group At Position
- Disable Blur
- Disable Color Correction
- Disable Depth of Field
- Disable Directional Blur
- Disable Effect Group
- Disable Frost
- Disable Ghosting
- Disable Radial Blur
- Disable Rain Drops
- Disable Sharpen
- Disable Visual Artifacts
- Disable Volumetric Scattering
- Disable Water Droplets
- Disable Water Flow
- Enable Blur
- Enable Color Correction
- Enable Depth of Field
- Enable Directional Blur
- Enable Effect Group
- Enable Frost
- Enable Ghosting
- Enable Radial Blur
- Enable Rain Drops
- Enable Sharpen
- Enable Visual Artifacts
- Enable Volumetric Scattering
- Enable Water Droplets
- Enable Water Flow
- Screen Fader
- Set Color Chart
- Procedural Material Nodes
- Shadow Nodes
- Time of Day Nodes
- Material Variables
- Finding the Material Name
- Finding the Material Parameter Name
- Finding the Texture Name
- Rendering Nodes
- Writing Lua Scripts
- Using Script Events
- Creating Gameplay with Script Canvas
- Simulating physics behavior with the PhysX system
- Configuring the PhysX System
- Physics materials
- PhysX Scene Queries
- Dynamic joints with PhysX
- Create global or localized wind forces with PhysX
- Debugging PhysX
- PhysX Best Practices
- Simulated destruction with NVIDIA Blast
- Install SideFX Houdini plug-ins for NVIDIA Blast
- Create assets for NVIDIA Blast
- Processing assets for NVIDIA Blast
- Simulate destruction with NVIDIA Blast
- Partial destruction with NVIDIA Blast
- Specify destruction properties with Blast materials
- NVIDIA Blast visual debugger
- Script Canvas nodes for NVIDIA Blast
- Simulate cloth with NVIDIA Cloth
- Creating and Customizing Project User Interfaces
- Using the UI Editor
- Working with UI Canvases
- Defining Game and Level Load Screens
- Working with UI Slices
- UI Elements
- UI Components
- Implementing New Fonts
- TrueType Fonts
- Animating the UI
- UI Lua Reference
- LyShineLua.ShowMouseCursor
- UIButtonComponent
- UICanvasComponent
- UICanvasManager
- UICheckboxComponent
- UiCursorBus
- UIDraggableComponent
- UiDropdownComponent
- UiDropdownOptionComponent
- UIDropTargetComponent
- UIDynamicLayoutComponent
- UIDynamicScrollBoxComponent
- UIElementComponent
- UIFaderComponent
- UIFlipbookAnimationComponent
- UIImageComponent
- UIInteractableComponent
- UiLayout
- UiLayoutCellComponent
- UILayoutColumnComponent
- UILayoutFitterComponent
- UILayoutGridComponent
- UILayoutRowComponent
- UIMaskComponent
- UIParticleEmitterComponent
- UiRadioButtonComponent
- UIScrollBarComponent
- UIScrollBoxComponent
- UISliderComponent
- UITextComponent
- UITextInputComponent
- UITooltipComponent
- UITooltipDisplayComponent
- UITransform2dComponent
- UI World Components
- Adding Audio and Sound Effects
- Platform development in Lumberyard
- Developing for Android and iOS with Lumberyard
- Lumberyard Android support
- iOS Support
- Design Considerations for Creating Mobile Games Using Lumberyard
- Lumberyard Performance Tuning Guidelines for Mobile Devices
- Modifying Project Settings for Mobile Device Games
- Updating Graphics Settings for Android and iOS
- Adding IP Addresses to Allow Access to the Asset Processor and Remote Console
- Running the Shader Compiler on Amazon EC2
- Using AWS Device Farm in Lumberyard Editor
- Create virtual reality projects in Lumberyard
- Create macOS projects in Lumberyard
- Creating Lumberyard Executables for Linux
- Developing for Android and iOS with Lumberyard
- Legal
- Documentation Archive