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Introduction

What Ara is, what the current 0.0.2-alpha.3 preview includes, and how this manual is organized.

Ara is a game engine written in Rust, with a native editor, C# 14 / .NET 10 gameplay scripting and built-in tools for AI agents. This manual shows you how to install it, how a project is put together, and how you and your agents can work on the same project without stepping on each other.

What makes Ara different

Every edit is a typed command. The editor, the ara command-line tool and agents connected over MCP all change a project through one shared command registry. Each change becomes a transaction that records who made it and why, and you can undo it. See Commands and transactions.

Projects are plain text. Scenes and prefabs are canonical JSON: a flat map of records keyed by short IDs, with @path#id references between files. Because the format is stable, ara merge can merge two versions record by record, and git can use it as a merge driver. See Documents and IDs and Merging.

Agents are first-class users. A built-in MCP server gives Claude Code, Codex and other MCP clients the same commands the editor uses. Agent edits apply immediately, like a teammate's, and you can undo any agent turn. See Connect an agent.

The engine explains itself. Diagnostics carry stable codes such as ARA1302. Ask ara why name:Crate not visible and the engine answers with ranked causes, the evidence for each and fixes you can run as they are. See Diagnostics.

What's in 0.0.2-alpha.3

Ara is in public alpha, for testers and agents, and this manual describes the 0.0.2-alpha.3 preview. It includes:

  • Ara Hub, which installs engine versions side by side, creates projects from templates, opens them in the editor or headless, and gives you the setup for your agents.
  • The editor, with hierarchy, inspector, assets and console panels, tool panels for agents, materials, VFX, animation and profiling, detachable windows, and Play in a separate, crash-isolated player process.
  • The ara CLI and daemon: init, do, query, inspect, check, fmt, merge, why, logs and more. Run ara --help for the full list, or see the CLI reference.
  • MCP for agents, either one global server through the Hub or one server per project.
  • C# gameplay with live code reload, and standalone Windows exports with NativeAOT. See the Scripting overview.
  • Engine systems: Jolt physics, spatial audio, navigation and crowds, animation with IK and motion matching, GPU VFX, terrain and foliage, world streaming, 2D, localization and saves.

How this manual is organized

Conventions in this manual

  • Commands are shown as you would type them in PowerShell. ara accepts JSON arguments with or without quotes, so they work in other shells too.
  • Output blocks come from real installs of the alpha. IDs such as e_qg8h and tx_n4r61zfz are minted per project, so yours will differ.
  • Units follow the engine: meters, seconds, kilograms and degrees, with Y up.