Tutorials

Step-by-step walkthroughs that take a real sample project all the way to a Vapour-ready web build. They are separate from the reference docs: the docs tell you what every setting does, the tutorials show you the order to do things in, what went wrong for us, and why.

Each tutorial uses a project we forked into the vapour-computer organization, on a branch called vapour-tutorial. The branch contains exactly the files we added, so you can compare it to upstream and see the whole change.

Godot

The official third-person shooter demo. Web export, keyboard bindings for touch controls, two sticks and three buttons.

Built and verified

Bevy

A Rust game template. A custom Trunk build, an output folder that does not collide with source, a one-stick layout.

Built in CI

Unity

A 2D platformer package. The batch-mode build script, input settings, a GameCI workflow.

Not built by us

Profile locally

The FPS overlay and the profiler that vapour test gives any engine. How to read them.

Verified

What every tutorial covers

Step What you do
1. Export Produce a web build the way the engine wants it
2. vapour.toml Describe the game, its build and its controls
3. Touch controls Make the game playable on a phone with on-screen controls
4. Test locally vapour test for an FPS overlay and a profiler
5. CI A workflow that builds on every push and publishes on a tag
6. Publish vapour publish --dry-run, then the real thing

Be honest about the state of things

These tutorials use tools that are in preview. Each page opens with a table of what we verified and what we did not. We would rather tell you "not run" than imply it works.

Tool State today
vapour test (overlay and profiler launch) In an open pull request
vapour controller … and [controller] Implemented, not yet released
vapour build, vapour publish Preview CLI, no release yet
vapour-ci (the @v1 action) Not released: publishing from CI will not work until it is
Phone controls inside the Vapour player Preview: we validated the config and the layout, not a real device

The status page is kept up to date as things ship.

Starting a brand-new game instead?

vapour template <engine> <name> gives you an empty starter folder with vapour.toml and store/ ready. It is a skeleton, not a working game: you still create the engine project. See Start from an official template. The tutorials are the better route when you want something that already builds.

Before you start

  • Install the vapour CLI from a checkout (see prerequisites).
  • Have the engine for the tutorial you pick installed, at the version it names.
  • Use a Chromium-family browser to test. For the profiler you also need Linux and the vapour-profiler binary.

Words used in the tutorials

Term Meaning
Web export The engine's output for browsers: an index.html plus WebAssembly, scripts and data
Touch controls On-screen sticks and buttons drawn over the game on a phone
keyboard-map A control mode where each on-screen control presses a keyboard key your game already understands
Overlay The FPS readout vapour test adds to the page while testing
Dump / trace A saved .vpt file of measurements the profiler can open
Preview Implemented, but not yet in a release

Screenshots with a dashed border

The Unity tutorial has a few dashed "Screenshot slot" boxes. They mark steps inside the Unity editor, which we could not capture because no Unity editor was available. They are real gaps, not decoration, and a screenshot there is a welcome contribution. See maintaining the handbook.

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