RSX Code Reference

Welcome to the RSX Engine Code Reference!

This guide is your go-to for understanding the developer API of RSX Engine. Whether you're starting fresh or already know a bit, we've got you covered.

  • 📦 Classes: Think of these as your toolkit for writing code. Each class has its own set of tools (methods and properties) for you to use.

  • 📝 Examples: We've included plenty of code snippets throughout. Feel free to use these examples - copy, tweak, or share them. You don't need to credit RSX, but remember, this freedom doesn't override the terms you agreed to when using our software.

  • 🗂️ Organization: Everything is sorted into "namespaces" and "groups". The key thing to note is that if you're building content that is shipped with your project, outside of the RSX Editor, then you should only use classes from the "RSX Engine" namespaces and its categories. If you create a plugin for the Editor, whether it is a custom Importer, Resource type or Dockable Window - then you can use classes from the "RSX Editor" namespace.

If you've built knowledge around RSX's TypeScript features, you'll be happy to know that the C++ API is designed to be very similar. Most of what you learn here can be applied there, with a bit of translation. So, if you're switching between TypeScript and C++, you'll find the transition smooth because the concepts and even class names are pretty much the same.

The use of the RSX Engine and its API is subject to the terms of the RSX Engine License Agreement. While we encourage creativity with our examples, please remember that your use of the engine must comply with all applicable laws and terms. RSX Engine does not grant any rights or licenses to the engine itself beyond what is explicitly stated in the License Agreement. Always refer to the full Terms of Service for complete details on your rights and obligations.

Now, dive in and let's make something amazing with the RSX Engine!