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Getting Started

This guide takes you from a fresh Untold Engine checkout to a working game project. You will run the demo, create an Xcode project, export assets into the engine's .untold runtime format, and load those assets from a GameScene.

You can create projects and export assets in two ways:

  • Use the CLI if you prefer terminal commands or want a repeatable workflow.
  • Use Untold Engine Studio if you prefer a visual editor for project setup, asset import, and scene preparation.

After your project is created, both workflows lead to the same place: an Xcode project with a GameData folder that contains the assets your game loads at runtime.


Clone the Untold Engine

Clone the repository and launch the demo:

git clone https://github.com/untoldengine/UntoldEngine.git
cd UntoldEngine
swift run untolddemo

Create an Xcode Project

You can create a project with either Untold Engine Studio or the CLI. If you are new to Untold Engine, start with the Editor. If you prefer terminal workflows or want repeatable project setup, use the CLI.

Option 1: Editor

Use Untold Engine Studio for a visual workflow. It is a standalone editor for creating projects, preparing assets, composing scenes, and generating scene files used inside your game.

Download Untold Engine Studio

untoldeditor-image-1

To set up a project:

  1. Click on "New".
  2. Provide a Project name
  3. Provide a Bundle name
  4. Select the Target Platform
  5. Provide an output path

Untold Engine Studio will create an Xcode project ready to be used with Untold Engine.

Option 2: CLI

Use untoldengine-create to generate a ready-to-run Xcode project with Untold Engine wired in.

Install it from the repository:

./scripts/install-untoldengine-create.sh

Now create an Xcode project. The example below uses --platform visionos to create a Vision Pro project.

Vision Pro Example

cd ~/Projects
untoldengine-create create VisionGame --platform visionos
open VisionGame/VisionGame.xcodeproj

If you want to create a project for other platforms, you can use the flags below:

Platform options

# visionOS (Apple Vision Pro)
untoldengine-create create MyGame --platform visionos

# macOS (default)
untoldengine-create create MyGame --platform macos

# iOS with ARKit
untoldengine-create create MyGame --platform ios-ar

# iOS
untoldengine-create create MyGame --platform ios

Dependency behavior by platform:

  • visionos: UntoldEngineXR + UntoldEngineAR
  • ios-ar: UntoldEngineAR
  • ios and macos: UntoldEngine

Native Asset Format: .untold

Untold Engine uses .untold as its native runtime asset format. USDZ/USD remains the authoring format — you model assets in your DCC tool, export to USDZ, then convert to .untold before loading them in the engine.

The .untold format is a binary container optimised for fast runtime parsing with no ModelIO dependency. It supports runtime mesh data, PBR materials, texture references, transforms, bounds, and exported animation clips.

Note: The exporter requires Blender.

You can convert assets with either Untold Engine Studio or the CLI. If you are new to Untold Engine, start with the Editor. If you prefer terminal workflows or need repeatable asset export commands, use the CLI.

Option 1: Editor

To convert a USDZ file into the .untold format using the editor:

  1. Click on "Import" in the Asset Browser View.
  2. Click on "Import Models"
  3. Find a USDZ file you want to convert
  4. Click on Export
  5. When the export has completed, you will see your new .untold model under the Model Category

At this point, head over to your Xcode project. You will also notice that your .untold model is under Sources/<ProjectName>/GameData/Models.

Option 2: CLI

Use the export-untold script to convert a single USDZ asset:

./scripts/export-untold \
  --input /path/to/your/model/robot/robot.usdz \
  --output /path/to/your/project/GameData/Models/robot/robot.untold \
  --ConvertOrientation \
  --source-orientation blender-native

For animation assets, use the --animation flag:

./scripts/export-untold \
  --input /path/to/your/animation/robot/robot.usdz \
  --output /path/to/your/project/GameData/Animations/robot/robot.untold \
  --ConvertOrientation \
  --source-orientation blender-native \
  --animation

For large scenes that need tile-based streaming, use export-untold-tiles to partition the scene and generate a manifest JSON:

./scripts/export-untold-tiles \
  --input /path/to/your/model/dungeon/dungeon.usdz \
  --output-dir /path/to/your/project/GameData/StreamModels/dungeon/tile_exports \
  --tile-size-x 25 \
  --tile-size-z 25 \
  --generate-hlod \
  --generate-lod

For the full list of options, validation flags, and expected output layout see Using The Exporter. For optional asset optimization workflows, see Optimizations.


Loading a Single Asset

Once in your Xcode project, head over to the init function in Sources//GameScene.swift.

Use setEntityMeshAsync to load an .untold file as an always-resident asset. This is the right choice for props, characters, and any object that should stay in memory for the lifetime of the scene.

//...After configureEngineSystems()

let entity = createEntity()
setEntityName(entityId: entity, name: "robot")

setEntityMeshAsync(entityId: entity, filename: "robot", withExtension: "untold") { success in
    if success {
        translateBy(entityId: entity, position: simd_float3(0.0, 0.0, 0.0))
        setEntityKinetics(entityId: entity)
    }
    setSceneReady(success)
}

setEntityMeshAsync is non-blocking. The completion block fires on the main thread once the mesh is parsed and uploaded to GPU memory.


Loading a Streamed Scene

Use setEntityStreamScene to load a large scene that streams tiles in and out of GPU memory based on camera proximity. Pass either a local manifest path or a remote https:// URL — the engine handles downloading and caching automatically.

//..After configureEngineSystems()


let sceneRoot = createEntity()
setEntityName(entityId: sceneRoot, name: "dungeon")

// Local manifest
setEntityStreamScene(entityId: sceneRoot, manifest: "dungeon", withExtension: "json") { success in
    setSceneReady(success)
}

Loading a Remote Streamed Scene

To streame a remote scene, you use the same function setEntityStreamedScene() but provide a url to your manifest json file.

// Remote manifest (downloaded and cached on demand)
if let url = URL(string: "https://cdn.example.com/dungeon/dungeon.json") {
    setEntityStreamScene(entityId: sceneRoot, url: url) { success in
        setSceneReady(success)
    }
}

setEntityStreamScene registers lightweight stub entities for every tile in the manifest, all parented under sceneRoot (no geometry is parsed at this point). GeometryStreamingSystem then loads and unloads tile geometry as the camera moves. See Tile-Based Streaming for the full streaming architecture.

Legacy overloadsloadTiledScene(manifest:) and loadTiledScene(url:) remain available for backwards compatibility. They create an internal root entity automatically.


Finding Entities in the Loaded Scene

Retrieve a named entity with findEntity(name:) inside the completion block or after setSceneReady:

setEntityMeshAsync(entityId: entity, filename: "stadium", withExtension: "untold") { success in
    if let player = findEntity(name: "player") {
        rotateTo(entityId: player, angle: 0, axis: simd_float3(0.0, 1.0, 0.0))
        setEntityKinetics(entityId: player)
    }
    setSceneReady(success)
}

Camera and Lighting

Create a camera and directional light manually in your scene setup, then position the camera after assets load:

let gameCamera = createEntity()
setEntityName(entityId: gameCamera, name: "Main Camera")
createGameCamera(entityId: gameCamera)
CameraSystem.shared.activeCamera = gameCamera

let light = createEntity()
setEntityName(entityId: light, name: "Directional Light")
createDirLight(entityId: light)

After loading:

moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
ambientIntensity = 0.4

Putting It All Together

A complete GameScene using the patterns above:

final class GameScene {

    init() {
        // Camera and light
        let gameCamera = createEntity()
        setEntityName(entityId: gameCamera, name: "Main Camera")
        createGameCamera(entityId: gameCamera)
        CameraSystem.shared.activeCamera = gameCamera

        let light = createEntity()
        setEntityName(entityId: light, name: "Directional Light")
        createDirLight(entityId: light)

        // Load a single always-resident asset
        let stadium = createEntity()

        setEntityMeshAsync(entityId: stadium, filename: "stadium", withExtension: "untold") { success in
            if let player = findEntity(name: "player") {
                rotateTo(entityId: player, angle: 0, axis: simd_float3(0.0, 1.0, 0.0))
                setEntityAnimations(entityId: player, filename: "running", withExtension: "untold", name: "running")
                setEntityAnimations(entityId: player, filename: "idle",    withExtension: "untold", name: "idle")
                setEntityKinetics(entityId: player)
            }

            moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
            ambientIntensity = 0.4
            setSceneReady(success)
        }
    }
}

For a large streaming scene, replace the setEntityMeshAsync call with setEntityStreamScene:

let sceneRoot = createEntity()
setEntityName(entityId: sceneRoot, name: "dungeon")

setEntityStreamScene(entityId: sceneRoot, manifest: "dungeon", withExtension: "json") { success in
    moveCameraTo(entityId: findGameCamera(), 0.0, 3.0, 10.0)
    ambientIntensity = 0.4
    setSceneReady(success)
}