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Documentation
CRYENGINE 3
CRYENGINE V
CRYENGINE 3 Manual
Installing CRYENGINE
System Requirements
Installing CRYENGINE Through Steam
Installing CRYENGINE Plugins and Tools
CryToolsInstaller
Installing the 3ds Max Tools
Installing the Maya Tools
Installing CryTIF Plugin for Photoshop
Starting CRYENGINE Sandbox
CRYENGINE Sandbox Interface
Viewport Navigation
Manipulating Objects
Advanced Vertex Snapping
Viewport Window
The Menu Bar
The ToolBar Menu
Toolbar - Environment Modes
Toolbar - View Modes
The Selection Strip
The RollupBar
The DataBase View
The Select Objects Window
Information Icons
Level Creation
Level Creation Quick Start
Creating a New Level
Creating a level using World Machine Tutorial
Lighting Levels using Physically Based Shading
Modifying Terrain
Move Area
Terrain Import and Export
Painting Terrain
Creating Terrain Textures and Materials
Layer Import and Export
Terrain Painting Tips and Tricks
Texturing Terrain with Blends
Vegetation Creation
DBView Vegetation Tab
Setting Up Grass
Setting Up Time Of Day
Environment Panel
Terrain Lighting Tool
Setting Up Weather Effects
Clouds
The Road Tool
Road and Decal Sorting Priority
The River Tool
Grouping and Linking Objects
Using Layers
Preparing a Level for Playing
Creating Mini Maps
Asset Creation
Art Pipeline
Art Pipeline Roadmap
Art Asset File Types
DCC Tool Basics
Phys Proxy Tool
Measurement Reference - (DCC Unit Setup)
Troubleshooting
Common 3ds Max Export Errors
Entities, Shapes and Tools
Archetype Entity
Area Objects
AreaSolid
Light Boxes and Light Shapes
VisArea and Portals
WaterVolumes
Clip Volumes
Brushes
Designer Tool
Gallery
Gallery[Office]
Gallery[Zen Garden]
Select Tools
All/None
Connected
Grow
Invert
Loop
Object
Pivot
Ring
Vertex/Edge/Face
Shape Tools
Primitives
Curve
Disc
Line
Rectangle
Stair
Stair Profile
Box
Sphere
Cylinder
Cone
Cube Editor
Edit Tools
Fill
Remove
Remove Doubles
Weld
Merge
Collapse
Extrude
Offset
Extrude Multiple
Extrude Edges
Modify Tools
Bevel
Boolean
Clone
Lathe
LoopCut
Magnet
Mirror
Slice
Subdivision Tool
Texture Tools
Smoothing Group
Texture Mapping
Misc Tools
Designer Shortcuts
Hide Face
Designer Mode
Exclusive Mode
Nonplanar Quad
UV Mapping Editor
Entity Library
Common Entity Parameters
AI Entities
Audio Entities
Boids Entities
Door Entities
Elevator Entities
Environment Entities
Door Panel
Lightning Arc
Rain
WaterRipplesGenerator
Items Entities
Light Entities
Point Light Volumetric Effects
Multiplayer Entities
Others Entities
Physics Entities
Setting up a RigidBodyEx Entity
Render Entities
Fog
Geom Caches
Geom Cache Technical
Triggers Entities
Turret Entity
GameCustom
GameVolumes
Moveable Water Volumes
WaterPuddles
Setting Up Ledges and Vaults
Geom Entities
Misc Objects
Decals
Creating Decal Textures and Materials
Deferred Decal Setup
Environment Probes
Rope Tool
Reference Pictures
Camera
Prefabs
Prefab Communication
Run-Time Prefabs
Measurement Tool
AI Setup and Navigation
AI Actions
AI Actors Logger
AI Control Objects
AI Debug Draw
AI Debugger
AI Debug Viewer
AI Recorder
AI Sequence
AI Territories and Waves
AI Tutorials
Basic Navigation
Spawning AI Characters
AI Perception
Modular Behavior Tree Editor
Multi-layer Navigation
Agent Types
Navigation Areas
Run-Time MNM Regeneration
Off-mesh Navigation
Pathfinding
Raycast
Debugging and Memory Statistics
Smart Object System
Setting Up a New Smart Objects Behavior
Obsolete AI Documentation
Advanced AI Behavior
Behavior Selection Tree Editor
Setting Up a Simple AI in Flow Graph
Gameplay Setup
Basic Game Logic
Setting Up Mission Objectives
Setting Up Equipment Packs
Game Tokens
Multiplayer
Setting Up a Multiplayer Level
Flow Graph Editor
The Flow Graph Window
Adding and Editing Nodes
Creating and Editing Links
Creating and Managing Flow Graphs
Importing and Exporting Flow Graphs
Flow Graph Module System
Flow Graph Debugger
Flow Graph Node Composition
Flow Graph Tokens
Flow Graph Node Reference
AI Nodes
AIAssignments Nodes
AISequence Nodes
Actor Nodes
Animation Nodes
Audio Nodes
Camera Nodes
Debug Nodes
Engine Nodes
Entity Nodes
Environment Nodes
FeatureTest Nodes
Game Nodes
HUD Nodes
Image Nodes
Input Nodes
ActionMap Nodes
Interpol Nodes
Inventory Nodes
Logic Nodes
Math Nodes
Misc Nodes
Mission Nodes
Movement Nodes
Multiplayer Nodes
Physics Nodes
String Nodes
Time Nodes
VR Nodes
Vehicle Nodes
Vehicle Nodes Use Cases
Weapon Nodes
XML Nodes
Material Editor and Shaders
Shader Reference
Common.Cloud Shader
DistanceClouds Shader
Eye Shader
GeometryBeam Shader
Glass Shader
Hair Shader
HumanSkin shader
Illum Shader
Lightbeam.LightBeam Shader
Particles Shader
ReferenceImage Shader
TemplBeamProc Shader
Terrain.Layer Shader
Vegetation Shader
VolumeObject Shader
Waterfall Shader
Water Shader
Watervolume Shader
Obsolete Shaders
Cloth Shader
WaterSurface Shader
WaterVols Shader
Creating Material Files
Using the Material Editor
Basic Material Parameters
Texture Maps
Blend Layer
Blend mapping in Cryengine
Detail Maps
Parallax Occlusion Mapping
Silhouette POM
Tessellation and Displacement
Displacement mapping in Cryengine
Video Playback with GFxVideo
UI Elements as Dynamic Textures
Creating New Material Effects
Tutorial - Creating Mud Splatter
Decal Opacity Map
Rendering and Graphics
Height Map Based Ambient Occlusion
Material Setup
Physically Based Shading
Physically Based Shading - Debugging
Shadows
Cached Shadows
Per Object Shadows
Shadow Proxies
Volumetric Fog
Particles
Particle Editor Overview
Particle Editor Params
Particle Reference
Using Particles in Animations
Particle Editor Advanced Techniques
Particle Tutorials
Creating a Simple Particle Effect
Adding More Details to a Particle Effect
Creating a Fireworks Particle Effect
Particle Entities
Characters and Animation
Character Tool
Interface Overview - Character Tool
Creating Character Definition - Character Tool
Character Attachments - Character Tool
Animation Import - Character Tool
Animation Compression - Character Tool
Animation Events - Character Tool
Attachment System Tutorial - Character Tool
Mannequin
Mannequin Introduction
Mannequin Concepts
Fragments
Procedural Clips
List of Procedural Clip Types
FragmentIDs
Mannequin Tags & Tag Definitions
FragmentID-specific Tags (fragtags)
Mannequin TagState
Mannequin Transitions
Mannequin Scopes*
Scope Contexts
Fragment Selection Process
Scopemasks
Mannequin Trumping
Mannequin Parameters
Mannequin Editor
Mannequin Editor Overview
Mannequin Fragment Browser
Mannequin FragmentID Editor
Mannequin Fragment Editor
Mannequin File Manager
Mannequin Animation Clip Properties
Mannequin Track Properties
Mannequin Transition Browser
Mannequin Transition Editor
Mannequin Sequence Browser
Mannequin Previewer
Mannequin Animation DB Editor
Mannequin Tag Definition Editor
Mannequin Context Editor
Mannequin Error Report
Mannequin Editor Preferences
Mannequin List Used Animations
Mannequin Flowgraph
Mannequin Debugging
Mannequin Technical Topics
Entity Setup From Scratch
Mannequin ActionController
Mannequin Actions
Programming New Procedural Clips and Procedural Contexts
Mannequin Synchronizing Characters
Mannequin Files
Controller Definition File (xxxControllerDefs.xml)
Animation Database File (ADB)
Tag Definition File (xxxTags.xml)
FragmentID Definition File (xxxActions.xml)
Preview Setup File (xxxPreview.xml)
Sequence File (xml)
Mannequin CTagDefinition
Mannequin SubContexts
When Not to Use Mannequin
Procedural Clip Parameters using Serialization Framework
Mannequin Audio
Mannequin Tutorials
Mannequin Editor Tutorial 1 - Preview Setup, Fragments and Saving
Mannequin Editor Tutorial 2 - Tags & Previewing
Mannequin Editor Tutorial 3 - Transitions
Mannequin Scripting Tutorial
Controlling Looking (and Aiming) for AI in Mannequin
Animation Content Creation
Basics (animation)
Exporting Animations
Animation Manager
Mocap Cleanup
Creating Seamless Animation Loops
Procedural Motion Baker
Animating Turn Animations
Additive Animations
Creating Additive Animations
Animation Events (animevents)
Footstep Markup
AimPoses and LookPoses
Blend Spaces
Mapping Animation Assets
Database File (dba)
Animation Layers
Wrinkle Maps Tutorial
Animated Blendshapes Tutorial
Facial Animation
Facial Animation Basic Concepts
Facial Editor
Facial Editor Reference
Facial Editor Tutorial
Facial Animation Asset Files
Facial Setup
Phonemes and Visemes
FBX import of facial animation
Animation Compression Editor
The Character Editor
GameSDK Animation Topics
Procedural Weapon Animations
STAP System
TrackView Cutscenes
Track View Editor
Track View Basics
Creating a Basic Cinematic Scene
Using Track Events
Sequence Toolbar
Animating Entity Position and Rotation
Basic Cinematic Optimization and Profiling
Track View General Tips
Track View Nodes
Screen Fader
Color Correction Node
HDR Setup
Radial Blur Node
Console Variable Node
Comment Node
Cameras
Animating the Camera by Moving the Viewport
Camera blending in and out of Camera Controlled Events
Making the Camera Point at a Target
Proper Depth of Field Setup and Usage
Setting up First Person Camera
Orbit Camera
Camera Shake
Characters and Animations for Cinematics
Actors in Cinematics
Facial Animations in Cinematics
Attaching Entities to Character Bones
Look IK for Cinematics
Animation Blending in Track View
Animation PreCaching
Interactivity
Jumping Ahead or Back in a Scene
How to add interactivity to cinematics
Player Free Look Ranges
Using PlayerCinematicControl node in FlowGraph
Track View Additional Features
Force Feedback in cinematics
Using Capture Track to render an Image Sequence
Importing and Exporting Trackview Nodes
Lighting Cinematics Tutorial
Camera Exporter
Export and Import Trackview Nodes with 3ds Max
Export and Import Trackview Nodes with Maya
Audio
ATL - Audio Translation Layer
ATL for Designers
ATL Console Commands
ATL Control Types
ATL Default Controls
ATL Play/Stop Behavior
Audio Entities and Flownodes
Sandbox Editor and the ATL
Ambient Sounds in Levels
Reverbs in Levels
Sounds and Merged Meshes
Sounds and Physics
Sounds in Animations
Animation Based Footsteps and Foley
Applying Audio To Mannequin
Applying Audio to Characters Using the Character Tool
Audio for Mannequin in Sandbox Editor
Sounds in Particle Effects
Sounds in Trackview Sequences
Sound Obstruction/Occlusion
The Audio Controls Editor (ACE)
ATL for Programmers
ATL and Audio Middlewares
Implementing Audio using SDL Mixer
1 - First Steps with the Audio Translation Layer (ATL) and SDL Mixer
2 - SDL Mixer and SpotFX
3 - SDL Mixer and Ambiences
SDL Mixer Implementation Specific Console Commands
Implementing Audio using Wwise
1 - First Steps with the Audio Translation Layer (ATL) and Wwise
2 - Wwise and SpotFX
3 - Wwise and Ambiences
4 - Time of Day and Ambiences
EaaS Subscribers - Installing the CRYENGINE Wwise Project DLC
Setting Obstruction/Occlusion Parameters in Wwise
Wwise Implementation Specific Console Commands
Vehicles
Vehicle Creation
Max Vehicle Setup
Maya Vehicle Setup
Tank Setup
Helicopter Setup
Extra Vehicle Setup
Boat Setup
Vehicle Editor
Vehicle Entities
Vehicle XML Implementation Reference
Advanced Effects
Color Grading
Colorgrading Tutorial
Flow Graph Effects
Lens Flare Editor
Optical Flare System
Water Volume Caustics
Voxel-Based Global Illumination
Stereoscopic Rendering
Stereoscopic Rendering Fundamentals
Sandbox Stereo Usage and Manipulation
Outputting Stereoscopic Videos
Tips, Tricks and Experiences using Stereo-3d
Performance
Rendering Performance Guidelines
Level Optimization For Consoles
Asset Performance Guidelines
Layer Streaming
Profiling
Profiling Quick Guide
Debug Views
Debugging and Profiling Tools
Job Profiling
Worker Thread Profiling
Physics
Rendering Statistics - r_stats
Occlusion - How to Prepare a Level
Resource Compiler
Batch Processing with Resource Compiler and Job XML
Binary XML conversion
Settings Manager
Using the Resource Compiler
User Interface
Adding Difficulty Settings
Localization
Localization System
Texture Localization
The Dialog System
Geometry
Animated (chr)
Basics (animated)
Modeling (animated)
Character Budgets
Physics (animated)
Ragdoll
RagDoll Setup: Maya
Rope Setup
Cloth Setup
Jiggle Bones
Hair
Wrinkle Map Setup
Rigging (animated)
Character Rigging Guidelines
Zero Out
Biped Rigging
Setting up Locomotion Locator in 3ds Max
Exporting Characters to Engine
Character Debugging
Character (animated)
DCC Setup (animated)
Character Authoring in 3ds Max
Character Authoring in Maya
Engine Setup (animated)
Character Parameters File (chrparams)
Inverse Kinematics
Bone Requirements
Limb IK
Animation Driven IK
Leg and Foot Ground Alignment
Look IK (lookposes)
Aim IK (aimposes)
Attachment Setup
Boids (animated)
Static (cgf)
Basics (static)
Getting Started Modeling
Basic Asset Setup and Export out of Max
Basic Asset Setup and Export out of Maya
Exporting Basic Geometry
3ds Max
Maya
LOD (static)
Creating LODs
LOD Baking
LOD Generator
Physics Proxy
Cloth Merged Mesh Deform
UDP Settings
Custom Normals
Hard Surface Rendering with Xnormal
How to Use Custom Normals
Automatic Geometry Instancing
Breakable Objects
Jointed Breakable Objects
Maya Breakable Object Tutorial
Destroyable Objects
Maya Destroyable Object Tutorial
Breakable Glass
Jointed Destructable Object
Deformable Objects
Boolean Destructibles
Pre-Baked Physics
Fractionalizing Objects Tutorial
Automatic Generation of Breakable Joints in Sandbox
Pickable Objects
Smart Objects
Vegetation
Vegetation Budgets
Tree and Bush Setup
Grass Asset Setup
Vegetation Material Setup
Bending Setup
Touch Bending
Detail Bending
Ladders
Weapons
Weapon Modeling Basics
Creating Weapon Assets
Weapon Creation Tutorial
My First Weapon - Asset Creation
My First Weapon - Scripting
My First Weapon - Asset Refinement
My First Weapon - Material/Proxy Setup
My First Weapon - Sandbox Material Setup
My First Weapon - Particle Effects
Third-Person Weapons
Texturing
Textures Types
Diffuse Maps
Normal Maps
Displacement Maps
Preparing Displacement Maps
Ambient Occlusion and Normal map bake using Xnormal
Common XNormal Baking Errors and How to Solve Them
Creating Armor Assets
How to Create Layered Moss
Animated Textures
Creating Textures for Physically Based Shading
Texture Creation Guidelines
Useful Photoshop actions and Color swatches for PBS
CryTIF Plugin
Using Decals for Destroyed Structures
xNormal CryTIFF plugin
Skybox Texture Setup
SkyPaint Tutorial
Texels Per Meter
NoMaps - Normalmap Conversion Tool
Customizing CRYENGINE Sandbox
Customizing Editor Layout
Changing Sandbox Preferences
Keyboard Shortcuts
Restoring Default Settings
Command Line Arguments
Starting CRYENGINE on other platforms
External Learning Resources
Free3Dee Video Tutorials
Obsolete
Obsolete Animation
Cooperative Animations System
First-Person Weapons
Locomotion Group Editor (Pre 3.5)
Mannequin 3.5.0
Adding Animations In Mannequin
CryMannequin Editor Guide
Introduction for Programmers
Mannequin Overview 3.5
Procedural Clip
Setting up an entity from scratch
Tags
Visual Guide To Mannequin Import
Mannequin 3.5.9
CryMannequin Editor Guide 3.5.9
Tags 3.5.9
Posing Characters for Screenshots
The Animation Graph 1.0
Conditional Playback
Transition Sequencing
Event Notification
Randomized Motion
Tips and Pitfalls
The Animation Graph 1.5
1. Getting Started**
2. Basic Concept of State Selection
3. Modifier System
4. Animation Graph Layers
Animation Graph Reference
AG Modifier Reference
Animation Graph Tutorials
Tutorial 1 - Setting Up a Simple Graph
Tutorial 2 - Basic Locomotion
Tutorial 3 - Simple Transitions
Tutorial 4 - Ladder Climbing
Tutorial 5 - Idle Turns
Tutorial 6 - Death Animations
Tips and Tricks
Transition from CBA to AnimSettings
Using Limb IK inside a Level
Obsolete Materials and Shaders
Anisotropic Specular Highlights
Detail Bump Mapping
Eye Shader (Pre-3.6)
Generating Environment Cubemaps
Glow Effect
Hair Shader (Pre-3.6)
HumanSkin Shader (Pre-3.6)
Rim Lighting
Subsurface Scattering
Obsolete Entities
Fire Entities - CE3.5 (deprecated)
Irradiance Volumes - CE3.6 (deprecated)
Ladder Entity - CE3.4 (deprecated)
Sound Entities (deprecated)
Voxel Objects
Obsolete Asset Creation
Animation Startup Guide
4C Steps before SDK 3.3.0
Debugging (animated)
Environment Maps
Creating a Cubemap Manually
Locomotion Groups
Normal map baking with xNormal
Occlusion Proxy
Optimizing Vegetation Assets
Pre 3.5-Hinged Attachments
SceneRoot in SDK 3.6.8 and older
The CBA File
Soft Cover
CAL File Reference
Fat Thin Variations
LOD Morphs
Exporting a Character Head
Morph Transfers Between Meshes
The FaceAnim Tool
Morph Transfers Between Characters
Mirroring Morphs
CryTools
About CryTools
Installation
Control Panel
Artist Tools
Rigging Tools
Morph Manager
TD Tools
Update Tools
CryAnim Tools
CryAnim Installation
CryAnim Quadmenu
CryAnim Main Dialog Box - New
CryAnim Main Dialog Box - Old
Using the Batch Export
Using the Align Tool
Setting Up Bone Detection
Setting Up Models
Setting Up Weapons
Look IK
Photobump
Photobump User Manual
Fixing the Bone Scale
Obsolete Texturing
Ambient Occlusion with Mental Ray
Dirt Layer
Polybump
Polybump Standalone Tutorial
Polybump 3ds Max Plugin
Polybump Basic Usage Guide
Polybump Tool Reference
Chamfering Edges
Specular Maps
Unified Detail Mapping
Unified Detail Mapping in Cryengine
FMOD Ex Audio (deprecated)
Dialog System
Dialog Editor and Dialog Browser
Localization Manager
General Audio topics
HDR Audio
Profiling Audio
Triggering Audio in game
Useful Audio Console Commands
Character Type Filter Parameter
Music System
MusicLogic
MusicLogicGraph
Music Organization
Sound System
Audio File Cache Manager (AFCM)
Getting sound into the engine
Ambient Sounds
Advanced Features of Ambiences
Area Shape and Box Sound Obstruction
RandomSoundVolume Entities
Using Reverb Volumes
Sound and Animations
Animation Based Foley and Footsteps
Weapons and Sound
Sound and Particle Effects
Sound and Physics
Sound and Ropes
Sound and Vehicles
Sound and Weapons
Sound Moods
Sound Browser
Sound Event System
The FMOD Designer
Training Slides
Solid Tool
Creating Simple Structures with Solids
Creating Complex Structures with Solids
Importing Solids in DCC Tools
Terrain Ambient Occlusion
Crytek UI in XSI - Obsolete
Installing the XSI Plugin - Obsolete
XSI Tree Setup - Obsolete
Obsolete PAK Manager
Appendix
Voxel-Based Global Illumination Updates
Technical Documentation
Getting Started
Getting Started with Game Code
Implementing a Game DLL
Launcher
Using Console and Config Files
Directory Structure
Level Files
Level XML
Using Different Game Folders
Visual Studio supported versions
AI Technical Documentation
AI System Concepts
AI System Overview
Navigation
Individual AI
Global AI
More
Cluster Detector
Pathfinding Costs
Sensory Models
Flight AI
AI Bubbles System
Tactical Point System
Navigation Q & A
Path Following
Movement System
Auto-disable
Obsolete AI Documentation
Behavior Trees
Coordinating Agents with Behavior Trees
Triangulation-based Navigation
How to Create a Simple Flying Entity
Flight Navigation
AI Scripting
AI Communication
Factions
Modular Behavior Tree
Modular Behavior Tree Nodes
Refpoints
Signals
Signal Reference
Obsolete AI Scripting Documentation
General Logic Scripts
Character Scripts
Behavior Scripts (Obsolete Version)
AI Wander Behavior
Behavior Selection Trees
Create A Simple AI Behavior
Behavior Scripts
Behavior Scripts and Goal Pipes
Goal Pipes
Goalop Reference
Goalpipes - From Lua to XML
Animation
CryAnimation Overview
Animation Events
Limb IK Technical
Facial Animation Programming
Animation Streaming
Animation Debugging
Fall and Play
Time in CryAnimation
Builds and Scripts
WAF Build System
Getting Started with WAF
WAF File Structure
WAF Branch Spec (waf_branch_spec.py)
WAF Project File (projects.json)
WAF Spec File (*.json)
WAF Default User Settings (default_settings.json)
WAF Code Folder
WAF Module File (wscript)
WAF File List (*.waf_files)
WAF Tutorials
WAF Adding a Project
WAF Adding a Spec
WAF Adding a Module
WAF Linking Modules
WAF Interaction
WAF Interface
WAF Command-Line Interface
WAF GUI
WAF Build Options
WAF Commands
WAF Extensions
WAF with IncrediBuild
WAF with Visual Studio
WAF with QT
WAF with Recode
WAF References
WAF Supported Platforms
WAF Supported Compilers
WAF Supported Project Configurations
WAF FAQ
Compiling Assets for Multiple Platforms
Creating Resource Lists and Build Paks
Creating LevelCache Files
Guide to releasing EaaS-based projects (3.8.6)
Callback References
Entity System Script Callbacks
Game Rules Script Callbacks
Controller Devices and Game Input
Action Maps
CryInput
Setting Up Controls and Action Maps
Controller mapping
CryCommon
CryExtension
CryExtension Samples
CryString
ICrySizer
Serialization Library
Demo and Video Capture
Capturing Video and Audio
Recording Time Demos
Entity System
Entity Property Prefixes
Creating a New Entity Class
EntityID Explained
Adding Usable Support on an Entity
File Access
CryPak
Accessing Files with CryPak
Tracking File Access
Game
Flowgraph
Adding Flownode Inputs and Outputs
Creating a New Flow Node
FlowNode Substitutions
Vehicle System
Vehicle Scripting
Vehicle Setup Tutorial
Adding a Driver Seat
Adding a weakspot
Adding attachments
Lets Have It Blow Up
Modifications
XML Setup Guide
Vehicle Scripts
Weapon System
Weapon Scripts
SCAR Example Script
ItemPackages Scripting
User Interface
UI Element
UI Action
UI Event System
Scaleform GFx and CRYENGINE
Scaleform GFx Video Playback
Lua and the UI system
Flash UI Lua functions
Using FlashUI from C++
UI Localization
Examples
Creating A Crosshair For Top-Down Games
Creating UI Using Vectorian Giotto and FlashDevelop
Invoking Flash Functions
Tutorial - Adding a Speedometer to a Vehicle
UI Action playing videos
UI Element Fading In and Out
IME
GameRules
Multiplayer
Creating a new GameRules
GameModes
Sample GameRules
SinglePlayer
InstantAction
TeamInstantAction
GameRules Precache
Game Characters
Hit and Death Reactions System
Implementing Hit Reaction
Reactions XML Format Description
Body Damage and Destruction
Body Damage
Body Destructibility
Body Parts
Player Movement Tutorial
GameObject
GameZero
Graphics and Rendering
RenderNode Interface
TrueType Font Rendering
Generating Stars DAT File
Anti-Aliasing & Supersampling
VR - Oculus Rift
Lua Scripting
Common Lua Functions
Common Lua
EntityUtils Lua
Math Lua
Physics Lua
Integrations Between Lua and C++
Learning the Lua language
Script Usage
Using the Lua Debugger
Using the Lua XML Loader
Network
Setting Up a Multiplayer Server
CryNetwork
Network Serialization and Aspects
RMI Functions
Network Scheduling
Host Migration
Bandwidth Profiler
CryLobby
Telemetry
Platform Specific
Linux
CRYENGINE on Linux
PC
Steam
Physics
Physics System Programming
Retrieve physical entities in a volume box
Collision Classes
Script Entity
Structure of a Script Entity
Using Entity State
Using the Entity Slots
Linking Entities
Exposing an Entity to the Network
ScriptBind Reference
CryENGINE Functions
ScriptBind_AI
ScriptBind_Entity
ScriptBind_Movie
ScriptBind_Particle
ScriptBind_Physics
ScriptBind_Script
ScriptBind_Sound
ScriptBind_System
CryAction Functions
ScriptBind_Action
ScriptBind_ActionMapManager
ScriptBind_ActorSystem
ScriptBind_GameStatistics
ScriptBind_GameToken
ScriptBind_Inventory
ScriptBind_ItemSystem
ScriptBind_Network
ScriptBind_UIAction
ScriptBind_Vehicle
ScriptBind_VehicleSeat
ScriptBind_VehicleSystem
Game Functions
ScriptBind_Boids
ScriptBind_GameRules
ScriptBind_HitDeathReactions
System
Memory Handling
Streaming System
Text Localization & Unicode Support
CryLog
CryConsole
C++ Tutorial - How to create a new cVar (Console Variable)
Feature Tests
Create Modify and Remove Feature Tests
How to Run Feature Tests
Tools
Bootprofiler
Statoscope
Connecting Statoscope
Logging Data in Statoscope
Using the main graph window
Filtering the graph
Comparoscope
Data Groups
Creating new Data Groups
Obsolete
Animation Graph Programming
Flash UI System
Static vs. Dynamic Lighting
Lighting
Light Material Interaction Basics
Shading
Light Emitters
Shadows in CryENGINE
Tangent Space Normal Mapping
Image Based Lighting
Lighting Art Hints
Rendering
Culling Explained
Deferred Rendering Techniques
Gamma-Correct Rendering (sRGB)
CRYENGINE 3
Technical Documentation
ScriptBind Reference
CryAction Functions
ScriptBind_ActorSystem
ScriptBind_ActorSystem
CreateActor
Creates an actor.
ActorSystem.CreateActor( channelId, actorParams )
Parameter
Description
channelId
Identifier for the network channel.
actorParams
Parameters for the actor.
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