Quick Start
Create the manager, author a SoundEvent, and get pooled playback running in a test scene.
Quick starts, full manuals, focused workflows, scripting references, integration guides, and troubleshooting across the entire STL Dynamics lineup.
Define reusable SoundEvents, route playback through one managed pool, and keep large scenes under control with distance behavior, voice limits, loop virtualization, mixer routing, and runtime diagnostics.
Create the manager, author a SoundEvent, and get pooled playback running in a test scene.
Deep coverage of authoring, playback, layers, loops, music, debugging, recipes, and API usage.
Replicate the right audio events across FishNet clients without turning sound into network spam.
Build lakes, rivers, pools, swamps, and bounded oceans with profile-driven retro rendering, CPU surface sampling, Rigidbody buoyancy, projected caustics, underwater effects, and tiled-ocean LOD.
Create a profile and surface, configure URP, and get a first water scene working.
Rendering, profiles, oceans, buoyancy, caustics, underwater effects, setup, and troubleshooting.
Runtime profile changes, sampling, buoyancy data, events, and system integration points.
A complete bone-based secondary motion toolkit for hair, tails, ears, straps, cables, soft-body motion, plants, and accessories—with setup wizards, rig painting, smart collision, wind, runtime forces, optimization, and debugging.
The complete authoring, runtime, collision, tuning, integration, and API reference.
Discover and configure existing reactive bone hierarchies.
Paint regions and generate non-destructive bones, weights, and chains.
Plan, edit, synchronize, and debug character collision coverage.
Shape motion response, share profiles, and add environmental forces.
Tune culling, sleeping, budgets, and inspect live simulation behavior.
Resolve common rig, collision, simulation, and integration issues.
A complete URP character material toolkit with specialized human shaders, one editor workspace, texture packing, reusable profiles, diagnostics, runtime controls, and painted or geometric skin visibility workflows.
A full overview of the package, supported shaders, Studio workflow, setup, and usage.
Convert a character and get the first Human Shaders materials configured.
Fast lookup for shaders, profiles, editor tools, and common controls.
Map packing, import settings, shader inputs, material conversion, and reusable profiles.
Change materials, profiles, visibility, and character state through gameplay code.
Create the first clothing-aware hide regions and connect them at runtime.
Painted regions, geometry zones, visibility sets, requesters, and layered outfit workflows.
Resolve material, texture, URP, visibility, diagnostic, and runtime issues.