Every game built with Prowl lives inside a project — a self-contained directory that holds your assets, scripts, scenes, and generated build artifacts. The editor’s Projects window is the first thing you see on startup, and it is where you create or open projects. Once a project is open the editor compiles your C# scripts into assemblies on the fly, tracks every asset by a stable GUID, and provides settings panels for adjusting everything from frame-rate targets to import caching behavior.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/ProwlEngine/Prowl/llms.txt
Use this file to discover all available pages before exploring further.
Creating a New Project
When you launch the Prowl editor, the Projects window (ProjectsWindow) opens automatically as a centered modal dialog. It lists every project you have previously opened and provides controls to create or add existing projects.
Open the Projects Window
Start the Prowl editor. The Projects window appears on top of the editor on launch. If you have closed it while a project is active, there is currently no toolbar shortcut to reopen it — relaunch the editor without a project path argument to see it again.
Click 'Create'
In the top-right area of the Projects tab, click the Create button. A side panel slides in asking for:
- Location — the parent directory where Prowl saves new projects (shown as a truncated path). Click the ellipsis (
⋯) button to choose a different folder. - Project Name — type the name of your new project. The final project directory will be
<Location>/<Project Name>.
Confirm Creation
Once a valid name is entered and the target path does not already exist, the Create button in the footer becomes active. Click it to create the project directory and all required sub-folders, then open the project automatically.Alternatively, you can create a project from the command line:
When a project is opened for the first time the editor compiles your scripts, imports all assets, and creates the
Library/ and Temp/ directories. This first-open pass may take a few seconds depending on the number of assets.Project Folder Structure
After creation, a Prowl project directory contains the following layout:The Assets Folder
Everything you create or import goes underAssets/. The engine watches this directory at runtime and reacts to new, modified, or deleted files automatically. Sub-folders are fully supported — organize your project however you like.
The Library Folder
Library/ is a generated cache that stores the processed, engine-ready form of every imported asset. It is platform-specific and can be safely deleted; the engine will regenerate it on the next startup. You should add Library/ to your .gitignore.
The Asset Pipeline
Prowl’s asset pipeline revolves around three key ideas: meta files, GUID references, and import caching.Meta Files
Every file underAssets/ has a corresponding .meta sidecar file generated beside it:
.meta file records the asset’s stable GUID (a Guid value) and importer-specific settings (e.g., texture compression format, normal map flag). GUIDs never change even if you rename or move the source file, so all scene and component references remain valid.
Import Caching
When the asset pipeline processes a source file it writes the result intoLibrary/. On subsequent editor starts, the pipeline checks whether the source file’s modification time or importer settings have changed; if nothing changed it uses the cached result. This keeps startup times fast even with large asset collections.
Custom Importers
You can register a custom importer by creating a class that inherits fromScriptedImporter and decorating it with [Importer], providing a file icon name, the asset’s general C# type, and one or more file extensions. The engine discovers all importer types at startup (via ImporterAttribute.GenerateLookUp(), which is invoked automatically on assembly load).
Project Settings
Open project-wide settings through the menu bar: Edit → Project Settings. This opens theProjectSettingsWindow, which groups settings by category.
General Preferences
Target frame rate, VSync toggle, frame-rate locking, and other editor-wide quality-of-life options.
Hotkeys
Customize keyboard shortcuts for common editor actions. Defaults include
Ctrl+S (Save Scene), Ctrl+Shift+S (Save Scene As), Ctrl+Z (Undo), and Ctrl+Y (Redo).Asset Pipeline Preferences
Thumbnail size scaling, cache behavior, and controls to force-reimport all assets.
Scene View Preferences
Camera near/far clip planes, grid display options, look/pan/zoom sensitivity, snap distances, and FPS counter visibility.
Adding Scripts
Prowl compiles all.cs files under Assets/ into a runtime assembly (CSharp.dll) and a separate editor-only assembly (CSharp-Editor.dll). Any class that extends MonoBehaviour can be attached to a GameObject as a component.
Creating a Script from the Editor
Navigate to a Folder
In the Assets Browser window, navigate to the folder where you want the new script to live (e.g.,
Assets/Scripts/).Right-Click → Create → Script
Right-click inside the Assets Browser and choose Assets → Create → Script from the context menu (or use the menu bar Assets → Create → Script). A new file named
New Script.cs is created and immediately enters rename mode.Name the Script
Type the class name you want and press Enter. The engine replaces the
%SCRIPTNAME% template token in the generated file with the filtered alphanumeric version of the name you entered.Recompile
Save the file. The editor detects the change and triggers a script recompilation. When scripts are reloaded while external assemblies are already loaded, the editor restarts automatically to avoid unloading issues with .NET assemblies.You can also force a recompile manually via the menu bar: Assets → Recompile.
Saving Scenes
Scenes use the.scene file extension and are stored as Prowl’s custom text serialization format.
| Action | Shortcut | Menu |
|---|---|---|
| Save current scene | Ctrl+S | File → Save Scene |
| Save scene to a new file | Ctrl+Shift+S | File → Save Scene As |
| Create a new empty scene | — | File → New Scene |
Temp/ and is managed automatically.
Building the Project
When you are ready to produce a standalone executable, open File → Build Project from the menu bar (or Edit → Project Settings → Build) to open theBuildWindow. The build system packages only the assets referenced by your scenes, producing a compact binary for your target platform.
Supported build targets match the editor’s supported platforms: Windows, macOS, and Linux. Android, iOS, and Web builds are on the roadmap but not yet available.