Basic Tutorials

Crayta Editor: Basic Mode Workflow

Welcome to Crayta. Crayta is both a platform for playing online games, and the perfect environment to quickly realise your own creative visions. It’s easy to start creating games in Crayta, and the best way to make games is to spend time making levels in Crayta’s CREATE mode. However, if you want a little more direction, some tips to speed up your process and to add some custom interactivity to your games then this series of tutorials will help you on your way.

Ready to take game development to the next level? Then read on!

How To Use These Guides

These guides are designed to help a complete beginner game developer get to grips with Crayta as a game engine. They start with an introduction to the Basic Editor mode, and eventually move up to the Advanced Editor mode.

It is recommended that you follow the tutorials in order, as the later guides will assume you have some understanding of the skills that are introduced in the first ones.

That said, they are written in a way that should be relatively straightforward to follow. You can also come back to previous tutorials, and use them as a dip-in reference, should you need to.

Tech Tips

Tech Tips are comments which have a bit more technical depth. They might include additional techniques, a more thorough explanation of code or some theory that explains why we are suggesting this method. You don’t have to read them, but they are there to help you further understand game development in Crayta.

Creative Control

These tutorials are here to guide you towards best practice as much as possible, but they are only a guide! The Creative Control boxes are prompts to remind you to stay creative, and have fun. They highlight opportunities to deviate from the tutorial whilst still being able to follow along to the end.

Code boxes

Crayta has an inbuilt Lua scripting engine. Any source code will be presented in code boxes, which are there to help you distinguish between instructions and code (unless you’re a computer, in which case they are the same thing).

local AwesomeScript = {}

-- Script properties are defined here
AwesomeScript.Properties = {
	-- Example property
	--{name = "health", type = "number", tooltip = "Current health", default = 100},

--This function is called on the server when this entity is created
function AwesomeScript:Init()

return AwesomeScript

This Tutorial Will Cover

  1. Navigating the basic editor
  2. The Crayta level design tools and adding and removing Entities including:
    1. Meshes
    2. Voxels
    3. Effects
    4. Lights
  3. Previewing your game

The Crayta Editor


To celebrate your arrival to Crayta’s CREATE Mode, and to grasp some of the fundamental aspects of Crayta’s game design features, you are going to build a house! To get started you need to enter CREATE Mode.

Press START and switch tabs to CREATE

This is the CREATE menu. There are different ways you can choose to start building. You can either:

  • use a pre-filled template and edit it to suit what you want to make, or
  • use an empty game, which has only the Player, the ground, and the sky

For now, select EMPTY GAME. You will be prompted to enter a name and choose an image that suits your new creation. Name your game (I’ve called mine Underwood).

Press APPLY AND CONTINUE. Now choose an image.

Finally press CREATE AND ENTER to complete the setup of your first game and start the creative process.

The Game World

Welcome to your blank canvas. This is the starting point for all the great games you’ve experienced in Crayta, and it’s your opportunity to let your imagination free, tell stories and craft memorable experiences. 

The Crayta Library

Press Y to open the Library.

Crayta has a huge Library of ready-made Entities you can use to create and decorate your game world. The term Entity is used to refer to any Sound, Mesh, Voxel, Effect or Template in the Crayta Library.

You can navigate the Library using the D-PAD to move the highlight cursor, and use the triggers (L2 and R2) to switch tabs.  Pressing Y will close the Library.

To add an Entity to our game, you need add it to the Hotbar at the bottom of the screen. 


Voxels are the physical building blocks of Crayta. A group of Voxels is called a Voxel Mesh. You can make just about any physical object with Voxels such as bridges, skyscrapers or oceans. Building with Voxels is like sculpting your landscape by adding and removing blocks. 

Open the Library and navigate to the Voxels tab. Highlight a Voxel texture that would make a suitable structural material (or cheese, if you fancy) and add it to your Hotbar by pressing A.

You should see it appears in your Hotbar at the bottom of the screen and the library window closes.

Creative Control

Why stick to one material? You can add any voxel onto any other voxel. Try adding flavour to your creations by using a variety of materials and block sizes.

To place a voxel, press R2. To erase a voxel, press L2

Time to start building. For the house walls, increase your voxel size to 3 x 3 by pressing the D-PAD UP. This will loop through the available sizes you can work with in basic mode. 

Using your selected voxel, build four walls for your house. The house can be as big or small as you like. Remember to leave a space for a door, and try to make sure that you can get into it.

Tech Tip: Oops!

If you make a mistake, you can use LEFT D-Pad to UNDO the last action. If you want to REDO it, press RIGHT D-PAD.

To add a roof you will need to be able to look at your house from above. Double-tap jump (A) to enter Drone mode. You are now controlling your flying Drone, and you can move towards the direction your crosshair is pointing with the left analog stick. 

Whilst in Drone mode hold A to elevate your character until you can see the top of your walls (you can hold crouch / RS to descend). Open the library, select a roof material (such as Tile Slate, or cheese again I guess) and add it to your Hotbar. Proceed to build a roof onto your house.

To leave Drone mode, double-tap jump again.

To add windows you will need to remove some of the blocks in the walls of your house. Hold L2 whilst facing the wall and your Voxel tool turns into a Voxel eraser. Remove an area in your wall that measures 6 voxels wide by 6 voxels high.

Also remove an area of your wall to create a door.

A welcoming door opening.

Once you are happy with your creation preview the game by pressing and holding D-PAD DOWN. Try entering your house and test that it works the way you want it to. To return to the editor, press and hold D-PAD DOWN again. Make any adjustments to your house and then continue to the next step.

Tech Tip: Preview

At the moment, Previewing your game doesn’t change much. In the future, you will use Preview to start your game logic.

Make sure to test your game regularly. Testing your game gives you the chance to experience how your game feels, as well as how it looks. Game feel is essential to making a great experience for your players.

Adding A Door

Use the RB/LB to select an empty slot in your Hotbar. Open your Library and use the triggers (R2 and L2) to navigate to the Meshes tab.

A Mesh is a premade 3d model.

Highlight a door Mesh and press A to add it to your empty Hotbar slot.

Look at where you want to position your door and press R2 to place it.

Next, follow the same process you used for your door to find a window Mesh in the Library and add some windows to the window openings you created in your house walls. 

Removing a Mesh is the same as removing Voxels. Look at the Mesh you want to erase and press L2. Don’t forget you can also undo and redo by pressing LEFT and RIGHT on the D-PAD.

Editing Properties

Look at your door and press X to bring up the Entity Editor. The Entity Editor shows some of the Properties of the Mesh, such as it’s position, whether it’s visible, and whether collisions are enabled for this Mesh. Uncheck the collisionEnabled checkbox on your door, to allow you character to walk into the house unhindered. Preview your game to test that it works.

Adding Grass

Crayta Voxel tools are not limited to adding and removing Voxels. If you have a Voxel selected in your Hotbar, you can press UP D-PAD to change the type of tool that you are using.

Open the Library and add the Grass (short) Voxel to your Hotbar.

With the Grass (short) Voxel selected, press UP D-PAD until your the tool type states “FILL”.

Look at the floor and press R2 to turn all the floor Voxels to grass.

Lights, Sounds And Effects

In addition to physical objects, the Crayta library also has some lighting, sounds and particle effects you can add to your world. Your house might be a bit dark inside. Open the Library and change to the Primitives tab. Use the cursor to select a Light. Use the same technique as the voxels and meshes to place the light inside your house.

You can edit the Properties of the Light in the same way that you turned off collisionEnabled on your door. Press RB to select an empty Hotbar slot – this changes the tool to Select. Look at your Light and press X.

You can change many aspects of the lighting in your building. Try making some mood lighting for your house by changing the Light colour under the color Property.

Press B to close the Entity Editor.

Create a chimney with Voxels by switching to one of your building materials (Use the bumpers to change Hotbar slot) and add a single 4×4 Voxel onto the roof of the house

Open the Library and change to the Effects tab. Use the cursor to select Smoke Chimney. Place the Smoke Chimney Effect on the chimney to add that warm, cosy feeling.

You can add Sounds in the same way. Take a look at the Sounds tab in the Library, and find some appropriate background music for your home.

Previewing Your Creation

Once you are happy with your creation Preview the game by pressing and holding D-PAD DOWN.

When you Preview your game you can’t edit it and instead can explore the world you have created just as your Players would if they played your game. You can see the effects of this by looking at your chimney. Notice that the Effect icon has disappeared, and all you can see now is the smoke.

Try entering your house and test that it works the way you want it to. To return to the editor, press and hold D-PAD DOWN again. Make any adjustments to your house and then continue to the next step.

Over To You

Underwood. The home of a Crayta tutorial writer.
Underwood. The home of a Crayta tutorial writer.

Congratulations. You have now mastered the basics of the Crayta level editor. In this tutorial we:

  • Investigated the Crayta Library
  • Built things out of Voxels
  • Added Meshes, Lights and Effects
  • Edited the Properties of a Mesh Entity
  • Previewed your game

It’s now over to you. Continue to add to the world you have started creating. Some things to try are:

  • Dig a trench around your house using the Voxel eraser
  • Add water Voxels to your trench to make it into a moat
  • Use a bridge Mesh, or Voxels , to create a bridge over the moat to your front door
  • Decorate the inside of your house with furniture and artefacts from the Meshes Library
  • Add Sounds by placing them in your scene the same way you added Meshes, Effects and Voxels

Next Up: Basic Tutorials

Now go and create entire worlds for Players to experience using the tools you have just learned. OR! Maybe you want to make something more exciting and varied? Well, you are in luck! You can build on your understanding of game design, scripting and level design in the step-by-step Basic Tutorials, which will guide you through some of the more detailed aspects of creating games in Crayta. 

The choice, as they say, is yours!

Basic Tutorials 1: Packages