AuraJS Game Developer API Handbook
This page is the grouped index for the public AuraJS handbook.
If you are new, do not start here. Start with Start Here.
If you want the truthful default-versus-supported starter boundary, use Supported Starter Catalog.
If you want the shortest room-code multiplayer path, use Multiplayer Quickstart.
If you want the fuller placement guide, use Handling State and Content.
Live handbook route: https://www.aurajs.gg/docs/handbook
Current bounded genre proof: examples/pokerogue-parity-proof is the
monster-battler roguelite reference for runtime-owned battle, run, save, sync,
and meta flow over retained screens. It is a gameplay/runtime proof, not a
promise of Phaser-source compatibility, original upstream asset shipping, or
live-ops/store breadth.
Recommended Reading Order
- Start Here
- Creating a New Game
- Multiplayer Quickstart when the project is multiplayer-first
- Supported Starter Catalog
- Getting Started 2D or Getting Started 3D
- Migrating from Three.js when porting a Three-style 3D project mental model
- Working with an AuraJS Project
- Handling State and Content
- Examples and First-Game Recipes
- Common Failures and Fixes
- Exporting Your Game
- Publishing and Large Assets
- this handbook for grouped depth
- AuraJS Reference Docs when exactness matters
Onboarding Pages
Practical Guides
Handbook Sections
- 01 Runtime, Lifecycle, and Module Gates
- 02 Window, Input, and 2D Camera
- 03 Draw2D, Sprites, Text, and Transforms
- 04 Assets, Audio, Persistence, and Runtime FS
- 05 Animation, Tween, Particles, and Tilemaps
- 06 Math, Colors, Vectors, Timers, Collision, Collision3D, and ECS
- 07 Scenes, State, Debug, and Test Harness
- 08 Draw3D, Camera, Lighting, Shadows, and PostFX
- 09 Meshes, Materials, Scene3D, glTF, and Skinned Mesh
- 10 Physics, Terrain, Navmesh, Character3D, and Compute
- 11 Networking and Multiplayer
- 12 Video and Cutscenes
- 13 CLI, Create, Build, Dev, Test, and Project Files
- 14 Examples, Guides, and Canonical Sources
- 15 Environment and Configuration
Exact Reference
Use the handbook to choose the right family, then move here:
- AuraJS Reference Docs
- Runtime and 2D Exact Reference
- Lifecycle, Window, Input, and 2D Camera Exact Reference
- Draw2D, Assets, Audio, Storage, and Math Exact Reference
- Gameplay Systems Exact Reference
- Animation, Scenes, State, Tilemaps, and ECS Exact Reference
- 3D Rendering and Content Exact Reference
- Draw3D, Camera, Lighting, and PostFX Exact Reference
- Scene3D, Mesh, Material, glTF, and Avatar Exact Reference
- World Simulation and Multiplayer Exact Reference
- Physics3D, Terrain, Navmesh, Character3D, and Compute Exact Reference
- Net, Multiplayer, and Runtime Sessions Exact Reference
Canonical contract files remain the final source of truth for exact signatures,
validation semantics, and reason codes: