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Documentation
CRYENGINE 3
CRYENGINE V
CRYENGINE V Manual
CRYENGINE - Getting Started
System Requirements
Installing CRYENGINE
CRYENGINE Launcher Reference
Managing Projects
Downloading and Installing Assets
Contributing to the Asset Database
Launcher Troubleshooting
Project Tools
CRYENGINE Plugins and Tools
CryToolsInstaller
Installing the 3ds Max Tools
CryMaxTools - Phys Proxy Tool
CRYENGINE Exporter in 3dsMax
Installing the Maya Tools
CRYENGINE User Interface in Maya
Exporting using Crytek Shelf in Maya
Installing CryTIF Plugin for Photoshop
Export Textures with CryTIF - Photoshop
Installing CryTIF Plugin for XNormal
Installing the Perforce Plugin
For New CRYENGINE Users
Getting Started Guide for CRYENGINE
CRYENGINE V Basics
Viewport Navigation
Create and Edit Objects
Selecting Objects
Transforming Objects
Snap & Alignment
Coordinate Systems
Asset Types
Keyboard Shortcuts
Customizing CRYENGINE Sandbox
Changing Sandbox Preferences
Customizing Sandbox Layout
Customizing ToolBars
Restoring Default Settings
CRYENGINE V Interface
Menu Bar
Toolbars
Physics Tool
View Modes ToolBar
Texels Per Meter
Viewport Window
Camera Settings
Display Settings
Update 5.2 - UI Improvements
Update 5.3 - UI Improvements
Sample Projects
GalaxSys Sample Project
Glossary
Migration Guides
CRYENGINE From Unity
MFC Editor to Qt Editor Interface (CRYENGINE V)
Tutorials
Sandbox and Setup
Setup and Installation
Launcher installation
Setting up a project in the Launcher
Customizing the Sandbox UI
Creating custom keyboard shortcuts and toolbar buttons
Installing export tools for Maya
Installing the CryTiff plugin for Photoshop
Installing the CRYENGINE Motionbuilder exporter
Importing Asset Database assets and projects into the launcher
Ryse free assets installation
Sandbox tutorials
Tutorial - Moving, rotating, and scaling
Tutorial - Precise movement using snapping
Tutorial - Entity linking, grouping, freezing, and hiding entities
Tutorial - Layers in Level Explorer
Fundamentals
Beginner's Guide
Build-A-Game Courses
Tutorial Series - Flappy Boid Beginner's Course
Tutorial Series - Breeze, a 3rd person platformer (5.6, C++)
Master Classes
Character Art Asset Prep Using 3DS Max
The Comprehensive Guide to Sandbox Editor
Particle Effects in Depth part 1
Particle Effects in Depth part 2: Building an Explosion
Particle Effects in Depth part 3: Advanced Techniques and Material Effects
The CRYENGINE Rendering Pipeline
Intro to C++ Game Programming with CRYENGINE
Animation Rigging Using Maya
Environment Art with 3DS Max
Lighting and Environment
Comprehensive Guide to Working with Audio in CRYENGINE
AI
Tutorial - Getting Started With The Behavior Tree Editor
Structuring The Behavior Tree
Implementing The Behavior Tree in The Behavior Tree Editor
Legacy AI
Tutorial - How to use TPS to create random positions [part 1]
Tutorial - How to use TPS to create random positions (part 2)
Tutorial - How to use TPS to create random positions [part 3]
Tutorial - How to use TPS to create cover surfaces [part 1]
Tutorial: How to use TPS to create cover surfaces [part 2]
Tutorial - How to give AI assignments to NPCs and enemies
Tutorial - How to use AI paths and AI sequence FlowGraph nodes
Tutorial - How to use AI awareness
Tutorial - How to use smart objects to enhance AI
Tutorial - How to create a navigation mesh for AI
Tutorial - How to create cover surfaces for AI
Tutorial - How to create tag points for AI
Tutorial - How to use static ledges
Animation and Characters
3DS Max
Tutorial - Character Pipeline - Export & Import with 3ds Max, Maya and Blender
Reorienting Animations in 3ds Max
Tutorial - Animated Objects (cga) 3dsMax
Tutorial - Animated Blendshapes - 3dsMax
Tutorial - Breakable Glass
Blender
Reorienting Animations in Blender
Maya
Reorienting Animations in Maya
Tutorial - Animated Objects (cga) Maya
Tutorial - Animated Blendshapes - Maya
Creating and Handling LoDs in Maya
Character Tool and Pipeline
Reorienting Animations
Tutorial - Character Pipeline - Creating a Blend Space
Tutorial - Character Pipeline - Using a Blend Space File
Tutorial - How to create 1D combination Blendspaces using Character tool
Tutorial - How to create 3D Blendspaces using the Character tool
Tutorial - How to create a Character Definition File (CDF)
Tutorial - How to create a movement Blendspace
Tutorial - How to create a rotate Blendspace
Tutorial - How to create connections in Blendspace
Tutorial - How to create turns in blendspaces using Character Tool
Tutorial - How to use Blendshapes
Tutorial - How to use VCloth 2.0
Tutorial - Importing a character made with Character Creator and iClone
Tutorial - Importing the Ryse elephant using the Character Tool
Tutorial - Introduction to Character Art Pipeline
Tutorial - Jiggle Bones
Jiggle Bones - Skeleton Hierarchy Setup - 3dsMax
Jiggle Bones - Skeleton Hierarchy Setup - Maya
Jiggle Bones - CRYENGINE
Tutorial - Setting up character attachments
Tutorial - Using blend transitions and root motion data in a blendspace
Tutorial - Using the Ragdoll component on a character
Tutorial - VCloth 2.0 Setup
Tutorial - Animated Objects (cga)
A Deer Project - Character Animation Pipeline
Tutorial - Replacing the Player Character
Tutorial - Adding an Animation in Mannequin
Tutorial - Animated Blendshapes
Tutorial - Animated Blendshapes - CRYENGINE
Mannequin Editor*
Tutorial - Defining a new animation FragmentID in Mannequin Editor
Tutorial - Character Pipeline - Mannequin Setup
Tutorial - How to edit blendspaces in Mannequin Editor
Tutorial - Mannequin Scripting
Mannequin Editor Tutorial 1 - Preview Setup, Fragments and Saving
Mannequin Editor Tutorial 2 - Tags & Previewing
Mannequin Editor Tutorial 3 - Transitions
Tutorial - Controlling Looking (and Aiming) for AI in Mannequin
Tutorial - Creating Additive Animations with Mannequin Editor
Tutorial - Defining a new animation FragmentID
Audio and Music
Tutorial - Audio Showcase
Audio Showcase Tutorial Chapter 1: Bringing Audio To The World
Audio Showcase Tutorial Chapter 2: Audio for Animations
Audio Showcase Tutorial Chapter 3: Audio For Particles
Audio Showcase Tutorial Chapter 4: Dynamic Ambience
Tutorial - Setting Up the Dynamic Response System
Tutorial - Debugging Dynamic Response System Responses
Digital Content Creation
Autodesk 3DS Max Tutorials
Tutorial - Complex Asset Import with 3DS Max featuring KitBash 3D
Tutorial - Autodesk 3DS Max Character Autorig and Export
Tutorial - Autodesk 3DS Max Utilities Demonstration
Tutorial - Setting up a CAT Rig for CRYENGINE in 3ds Max
CAT Bones Proxy and Ragdoll Setup
Autodesk Maya Tutorials
Tutorial - How to create Blendshapes in Maya
Tutorial - How to create UV maps in Maya
Tutorial - How to create a character skeleton file in Maya
Tutorial - How to create a character skin file in Maya
Tutorial - How to create an animated character (CAF) in Maya
Tutorial - How to create an animated mesh (CGA) in Maya
Tutorial - How to create idle turn blendspace animations in Maya
Tutorial - How to create idle turn blendspace retargeting in Maya
Tutorial - How to set up the sceneroot node in Maya
Tutorial - How to use character physics meshes in Maya
Blender Tutorials
Tutorial - Creating Collision Proxies for CRYENGINE Using Blender
Tutorial - Creating and Handling LoDs in Blender
Adobe Photoshop tutorials
Tutorial - Creating a terrain texture in Photoshop
Asset Creation and Importing Tutorials
Tutorial - Environment Art Pipeline
Tutorial - Creating a desert scene using Quixel Suite 2 & Megascans assets
Tutorial - Creating a forest using Quixel Megascans assets
Tutorial - How to batch process assets in Resource Compiler
Tutorial - How to use Resource Compiler presets
Designer Tool Tutorials
Demo - Designer Tool part 1
Demo - Designer Tool part 2
How to use the subdiv and smoothing tools in CryDesigner
How to use the lathe tool in CryDesigner
How to create a bridge in CryDesigner
FBX pipeline Tutorials
Tutorial - Character Pipeline - Export & Import
Tutorial - Export Camera Animation to FBX
FBX camera import to 3dsMax
FBX camera import to Maya
Tutorial - How to import animations with FBX importer
Tutorial - How to import static meshes with FBX importer
Tutorial - Texturing
Tutorial - Animated Textures
Tutorial - Ambient Occlusion and Normal map bake using Xnormal
Tutorial - Ambient Occlusion with Mental Ray
Tutorial - Creating Armor Assets
Tutorial - Edit Normals Modifier in 3dsMax to optimize Asset production
Tutorial - How to Create Layered Moss
Tutorial - Preparing your objects for XNormal Baking
Tutorial - Skybox Texture Setup
Tutorial - SkyPaint Tutorial
Tutorial - Texture Creation Guidelines
Tutorial - Using Edit Normals for better Normal Maps
Tutorial - Preparing Geometry Normals to optimal results in Xnormal
Tutorial - Using Decals for Destroyed Structures
Tutorial - Wrinkle Map Setup
Graphics
Environment Tutorials
Environment Editor Tutorials
Tutorial - Environment Editor Part 1
Tutorial - Environment Editor Part 2: Volumetric Fog
Tutorial - Environment Editor part 3 - SVOGI and Ambient Light
Tutorial - Environment Editor Part 4 - HDR and Filters
Tutorial - Environment Editor Part 5 - Color Grading
Environment Editor Use Cases
Tutorial - Adding a Sky Box to Your Level
Tutorial - How to use volumetric clouds
Lighting Tutorials
Tutorial - Creative Lighting Basics
Tutorial - How to create basic lens flares
Tutorial - Lighting - Creating a 24 hour cycle
Tutorial - Lighting components in depth
Particle Tutorials
Particle Editor Tutorials
Tutorial - Particle Editor Part 1 - Introduction to Particle Effects
Tutorial - Particle Editor Part 2 - Domains and Basic Modifiers
Tutorial - Creating an Omnipresent Colliding Effect
Trackview Tutorials
Tutorial - Animating a camera around a parent entity in Trackview
Tutorial - How to create cinematic image sequences in Trackview
Tutorial - How to use track events in Trackview
Game and Level Design
Materials Tutorials
Decal Tutorials
Tutorial - Creating Decal Textures and Materials
Tutorial - Deferred Decal Setup
How to create a terrain texture in Photoshop
Tutorial - Creating Material Files
Tutorial - Getting Started with the Material Editor
Tutorial - How to create a detail texture in Photoshop
Tutorial - How to set up relative pathing for materials
Terrain Tutorials
Tutorial - Importing a Level from World Machine
Vegetation Tutorials
Tutorial - How to create bending vegetation
Tutorial - Vegetation Asset Creation
Vegetation 01 Grass (Patch)
Vegetation 01 Grass (Patch) 3dsMax
Vegetation 01 Grass (Patch) Maya
Vegetation 01 Grass (Patch) CRYENGINE
Vegetation 02 Grass (Merged Meshes)
Vegetation 02 Grass (Merged Meshes) 3dsMax
Vegetation 02 Grass (Merged Meshes) Maya
Vegetation 02 Grass (Merged Meshes) CRYENGINE
Vegetation 03 Bushes (Detail Bending)
Vegetation 03 Bushes (Detail Bending) 3dsMax
Vegetation 03 Bushes (Detail Bending) Maya
Vegetation 03 Bushes (Detail Bending) CRYENGINE
Vegetation 04 Bushes (Touch Bending)
Vegetation 04 Bushes (Touch Bending) 3dsMax
Vegetation 04 Bushes (Touch Bending) Maya
Vegetation 04 Bushes (Touch Bending) CRYENGINE
Vegetation 05 Trees (Breakable)
Vegetation 05 Trees (Breakable) 3dsMax
Vegetation 05 Trees (Breakable) Maya
Vegetation 05 Trees (Breakable) CRYENGINE
Vegetation 06 Trees (Deform)
Vegetation 06 Trees (Deform) 3dsMax
Vegetation 06 Trees (Deform) Maya
Vegetation 06 Trees (Deform) CRYENGINE
UI
UI with Flash 6
Tutorial - How to apply Scaleform UI to a game object
Tutorial - How to read XML files using Flow Graph
UI in 5.7 LTS with Adobe Animate
UI Design Tutorials
Tutorial - Introduction to Scaleform UI
Chapter 1 - UI Scene Setup
Chapter 2 - Flash and Gfx
Chapter 3 - UI Elements
Chapter 4 - Exposing a Function from Flash
Chapter 5 - Exposing an Event from Flash
Chapter 6 - Font Embedding
Chapter 7 - Using the Exposed Function
Chapter 8 - Using the Exposed Event
Tutorial - How to create Dynamic Text in Scaleform UI
Physics Tutorials
Tutorial - Building a Trampoline
Physics Constraints
Tutorial - Basics of physics constraints components
Tutorial - Advanced Physics Constraints - Gears
Tutorial - Advanced Physics Constraints - Splines
Physics and Flow Graph Tutorials
Legacy Feature Tutorials
Legacy AI entity tutorials
Tutorial - Setting Up Mission Objectives
Legacy UI tutorials
Tutorial - How to write to XML files using Flow Graph
Tutorial - How to create coins and powerups using FlowGraph
Tutorial - How to remove the GameSDK HUD and inventory
Tutorial - How to create a kill counter in Flow Graph using XML
Tutorial - How to create a countdown timer using Flow Graph
Tutorial - How to create a game session timer using Flow Graph
Tutorial - How to create a real time clock using Flow Graph
Tutorial - How to display the current time using Flow Graph
Legacy physics entities tutorials
1 - Using the RigidBodyEx legacy entity
2 - Legacy Gravity Spheres
3 - Adjusting Gravity and Time
4 - The Legacy RigidBodyEx Entity and Buoyancy
5 - Using Legacy Ropes
6 - Legacy Constraints
7 - Legacy Gravity Volumes
8 - Creating Balloons Using Legacy Gravity Box
Tutorial - How to create a rope bridge
Tutorial - How to create a teleporter using Flow Graph
Tutorial - How to bind inputs to actions using Flow Graph
Tutorial - How to use alembic GeomCache for vertex cached animations in Flow Graph
Tutorial - How to control equipment packs for single player games
Tutorial - How to control interactive objects using Flow Graph game tokens
Organization and Optimization Tutorials
Tutorial - Game Optimization
Tutorial - Understanding debug view modes
Multiplayer and Networking Tutorials
Tutorial - Multiplayer Networking
Tutorial - Dedicated Server
Tutorial - Setting Up a Multiplayer Level
Tutorial - Setting Up a Multiplayer Server
Entity Component Tutorials
Tutorial - Combining Components 1 - RigidBody and Particles
Tutorial - Combining Components 2 - Collectibles and PowerUps
Tutorial - Camera Component
Tutorial - Collider Components
Tutorial - Decal Component
Tutorial - Environment Probe Component
Tutorial - Fog Volume Component
Tutorial - Mesh Component
Tutorial - Particle Emitter Component
Tutorial - Physics Constraints Components
Tutorial - Point Light Component
Tutorial - Projector Light Component
Tutorial - Rigidbody Component
Tutorial - SensorVolume Component
Game Logic
Flow Graph Tutorials
Tutorial - Getting Started With Flow Graph
1 - Flow Graph Scene Setup
2 - Spawning your Player
3 - Clock Counting Down
4 - Debugging
5 - Breakpoints
6 - Entity Communication
7 - Flow Graph Modules
7-1 - Calling The Module
Tutorial - Getting Started With Gameplay
1 - Gameplay Setup
2 - Game Variables
3 - Creating our Token
4 - Opening a Locked Door
5 - Teleportation
6 - Spawning AI Waves
7 - Counting Kills
8 - Writing to XML
9 - Reading the XML
Tutorial - How to hide Flow Graph nodes
Tutorial - How to create Flowgraph modules
Tutorial - layer streaming using Flow Graph
Programming Tutorials
Tutorial - Getting started with programming
1 - Setting Up the Environment
2 - Generating a Solution
3 - Plug-in Entry Point
4 - Generating our GUID
5 - Receiving Updates
6 - Adding Source Files
7 - Next Steps
Tutorial - Attaching compiled source from GITHUB to a project
Tutorial - Building CRYENGINE from GitHub
Tutorial - Compiling a C++ project
Tutorial - Compiling a CRYENGINE project from a generated solution
Tutorial - Creating a Custom Entity Component in C#
Tutorial - How to add geometry and physics properties to a custom entity
Tutorial - How to add properties to a custom entity
Tutorial - How to assign Game Inputs through Actionmapping
Tutorial - How to Compile Projects Using CMake
Tutorial - How to create a player and gamemode in code [Part 1]
Tutorial - How to create a player and gamemode in code [Part 2]
Tutorial - How to create a player and gamemode in code [Part 3]
Tutorial - How to create custom Flow Graph nodes Part 1
Tutorial - How to create custom Flow Graph nodes Part 2
Tutorial - How to create custom keyboard shortcuts
Tutorial - How to expose an entity to Sandbox
Tutorial - How to modify shaders
Tutorial - How to register a CryPlugin
Tutorial - How to use CRYENGINE Launcher Templates
Tutorial - Installing Visual Studio
Tutorial - Introduction to entity components
Tutorial - Making Your Character a Playable Character
Tutorial – Creating a Player using C++
Tutorial - Adding Specialized Controls to a Player (Sprint)
Tutorial - Adding Specialized Controls to a Player (Jump)
Tutorial - Adding Specialized Controls to a Player (Crouch)
Asset Database
Submitting Assets to CRYENGINE Asset Database
Inside and Beyond
Webinars
Tutorial/case study - "Homebound" game
Designing an Animation System for 2020 and Beyond
Editor Tools
Level Editor Tab
Create Object
AI (AI Control Objects)
Archetype Entity (Game SDK)
Area
Box
Clip Volume
Occluder
Occluder Plane
Portal
Shape
Solid
Using Area Solid with Audio Entities
Sphere
Vis Area
Water Volume
Audio Entities
Brush Objects
Components
Designer Tool
Empty Entity
Game Custom (Game SDK)
Legacy Entities
BEGIN -- Common Entity Parameters
AI Entities
Boids Entities
Door Entities
Elevator Entities
Environment Entities
Items Entities
Light Entities
Multiplayer Entities
Others
Physics Entities
Render Entities
Triggers Entities
Turret Entity
Misc Objects
Camera Object
Comment Tool
Decal Entity
Distance Cloud
Environment Probe Entity
Reference Picture
River Tool
River Tool How-To
Road Tool
Road Tool How-To