{"id":56151,"url":"https://github.com/mikeroyal/Unreal-Engine-Guide","name":"Unreal-Engine-Guide","description":"Unreal Engine 5 Guide. Learn to develop games for Windows, Linux, macOS, iOS, Android, Xbox Series X|S, PlayStation  5, Nintendo Switch.","projects_count":1143,"last_synced_at":"2026-06-16T23:00:25.796Z","repository":{"id":38297897,"uuid":"439977823","full_name":"mikeroyal/Unreal-Engine-Guide","owner":"mikeroyal","description":"Unreal Engine 5 Guide. 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Linear Regression","Installing Unreal Engine on Linux","Visual Studio Extensions for Developer Productivity","Unreal Engine 5 Books","Developer Resources","Unreal Engine 5 Training \u0026 Online Courses","i. Vector operations","iii. Matrix-vector product","iv. Linear transformations","v. Fundamental vector spaces","i. Solving systems of equations","ii. Systems of equations as matrix equations","iii. Transpose of a Matrix","i. Basis","vi. Determinants","vii. Eigenvalues and eigenvectors","ii. Matrix operations","ii. Matrix representations of linear transformations","iii. Dimension and Basis for Vector Spaces","iv. Row space, columns space, and rank of a matrix","ii. Using elementary matrices","i. Using row operations"],"readme":"\u003ch1 align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/162537763-308611ef-a619-4fcd-99bf-bfe328c50f27.png\"\u003e\n  \u003cbr /\u003e\n  Unreal Engine Guide\n\u003c/h1\u003e\n\n\n\u003ca href=\"https://github.com/mikeroyal?tab=followers\"\u003e\n         \u003cimg alt=\"followers\" title=\"Follow me on Github for Updates\" src=\"https://custom-icon-badges.demolab.com/github/followers/mikeroyal?color=236ad3\u0026labelColor=1155ba\u0026style=for-the-badge\u0026logo=person-add\u0026label=Follow\u0026logoColor=white\"/\u003e\u003c/a\u003e \n\n![Maintenance](https://img.shields.io/maintenance/yes/2024?style=for-the-badge)\n\n\n\n#### A guide covering Unreal Engine including the applications, libraries and tools that will make you a better and more efficient Unreal Engine developer.\n\n**Note: You can easily convert this markdown file to a PDF in [VSCode](https://code.visualstudio.com/) using this handy extension [Markdown PDF](https://marketplace.visualstudio.com/items?itemName=yzane.markdown-pdf).**\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/162537753-7c37a7a9-6513-49a6-848e-75784119a587.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n# Table of Contents\n\n1. [Getting Started with Unreal Engine](https://github.com/mikeroyal/Unreal-Engine-Guide#getting-started-with-unreal-engine)\n\n    - [Unreal Engine Tools](https://github.com/mikeroyal/Unreal-Engine-Guide#unreal-engine-tools)\n\n    - [Unreal Engine Learning Resources](https://github.com/mikeroyal/Unreal-Engine-Guide#unreal-engine-learning-resources)\n    \n    - [Unreal Engine 5 Books](#unreal-engine-5-books)\n\n    - [YouTube Video Tutorials](#youtube-video-tutorials)\n    \n    - [Xbox](https://github.com/mikeroyal/Unreal-Engine-Guide#xbox-development)\n      \n    - [PlayStation](https://github.com/mikeroyal/Unreal-Engine-Guide#playstation-development)\n      \n    - [Nintendo Switch](https://github.com/mikeroyal/Unreal-Engine-Guide#nintendo-switch-development)\n      \n    - [Steam Deck](https://github.com/mikeroyal/Unreal-Engine-Guide#steam-deck-development)\n    \n    - [Linux](https://github.com/mikeroyal/Unreal-Engine-Guide#linux-development)\n\n1. [Visual Studio and VSCode](#visual-studio-and-vscode)\n\n    - [Visual Studio Extensions for Developer Productivity](https://github.com/mikeroyal/Unreal-Engine-Guide#Visual-Studio-Extensions-for-Developer-Productivity)\n    - [VS Code Extensions for Developer Productivity](https://github.com/mikeroyal/Unreal-Engine-Guide#VS-Code-Extensions-for-Developer-Productivity)\n\n2. [Xcode Development](https://github.com/mikeroyal/Unreal-Engine-Guide#xcode-development)\n\n3. [Game Development](https://github.com/mikeroyal/Unreal-Engine-Guide#game-development)\n\n4. [Augmented Reality (AR) \u0026 Virtual Reality (VR)](https://github.com/mikeroyal/Unreal-Engine-Guide#augmented-reality-ar--virtual-reality-vr)\n\n5. [Vulkan Development](https://github.com/mikeroyal/Unreal-Engine-Guide#vulkan-development)\n\n6. [Metal Development](https://github.com/mikeroyal/Unreal-Engine-Guide#metal-development)\n\n7. [DirectX Development](https://github.com/mikeroyal/Unreal-Engine-Guide#directx-development)\n\n8. [Computer Vision Development](https://github.com/mikeroyal/Unreal-Engine-Guide#computer-vision-development)\n\n9. [Photogrammetry Development](https://github.com/mikeroyal/Unreal-Engine-Guide#photogrammetry-development)\n\n10. [Geometric optics](https://github.com/mikeroyal/Unreal-Engine-Guide#Geometric-optics)\n\n11. [Autodesk Development](https://github.com/mikeroyal/Unreal-Engine-Guide#autodesk-development)\n\n12. [LiDAR Development](https://github.com/mikeroyal/Unreal-Engine-Guide#lidar-development)\n\n13. [Linear Algebra](https://github.com/mikeroyal/Unreal-Engine-Guide#linear-algebra)\n\n14. [Algorithms](https://github.com/mikeroyal/Unreal-Engine-Guide#algorithms)\n\n15. [Machine Learning](https://github.com/mikeroyal/Unreal-Engine-Guide#machine-learning)\n\n16. [Deep Learning](https://github.com/mikeroyal/Unreal-Engine-Guide#deep-learning)\n\n17. [CUDA Development](https://github.com/mikeroyal/Unreal-Engine-Guide#cuda-development)\n\n18. [MATLAB Development](https://github.com/mikeroyal/Unreal-Engine-Guide#matlab-development)\n\n19. [C/C++ Development](https://github.com/mikeroyal/Unreal-Engine-Guide#cc-development)\n\n20. [Python Development](https://github.com/mikeroyal/Unreal-Engine-Guide#python-development)\n\n21. [Lua Development](https://github.com/mikeroyal/Unreal-Engine-Guide#lua-development)\n\n22. [Networking](https://github.com/mikeroyal/Unreal-Engine-Guide#networking)\n\n23. [Databases](https://github.com/mikeroyal/Unreal-Engine-Guide#databases)\n\n# Getting Started with Unreal Engine\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n[Unreal Engine](https://www.unrealengine.com/unreal-engine-5) is a game engine developed by Epic Games with the world's most open and advanced real-time 3D creation tool. Continuously evolving to serve not only its original purpose as a state-of-the-art game engine, today it gives creators across industries the freedom and control to deliver cutting-edge content, interactive experiences, and immersive virtual worlds. \n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/162538256-a3390573-88b8-4925-a92e-70a56da951b3.png\"\u003e\n  \u003cbr /\u003e\n  Unreal Engine 5 with Big City Sample Project\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/146693087-56cfbc91-3398-425c-90a1-6a2479ca3fce.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n Unreal Engine Twinmotion. Source: [Unreal Engine](https://www.unrealengine.com/en-US/blog/twinmotion-2021-1-is-here)\n \n \u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/180627376-15ab099e-f433-4e0b-bf29-3ebf48b95fe8.png\"\u003e\n  \u003cbr /\u003e\n  Unreal Engine 5 Project browser\n\u003c/p\u003e\n\n \u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/180627379-afa5a3d7-c50a-4d9f-94c8-3b14d39cea36.png\"\u003e\n  \u003cbr /\u003e\n  Unreal Engine 5 Vehicle Project Demo\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/172468555-e7f7b4d6-1ba0-4f37-b3dd-f6b17c90b0f1.png\"\u003e\n  \u003cbr /\u003e\n  Unreal Engine Marketplace\n\u003c/p\u003e\n\n## Unreal Engine Tools\n\n[Blueprint Visual Scripting](https://docs.unrealengine.com/en-US/Engine/Blueprints/index.html) is a complete gameplay scripting system in Unreal Engine based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine.\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/180627381-f123e873-909c-410a-887e-51b2ba659439.png\"\u003e\n  \u003cbr /\u003e\n Blueprint Visual Scripting UI \n\u003c/p\u003e\n\n[Datasmith](https://www.unrealengine.com/en-US/datasmith) is a collection of tools and plugins that bring entire pre-constructed scenes and complex assets created in a variety of industry-standard design applications into Unreal Engine.\n\n[Chaos Physics](https://docs.unrealengine.com/5.0/en-US/InteractiveExperiences/Physics/ChaosPhysics/Overview/) is a Beta feature that is the light-weight physics simulation solution used in Fortnite, and it includes the following major features.\n\n   - RBAN (Rigid Body Animation Nodes)\n\n   - Destruction\n\n   - Cloth\n\n   - Ragdoll\n\n   - Vehicles\n\n[Niagara VFX System](https://docs.unrealengine.com/5.0/en-US/RenderingAndGraphics/Niagara/) is one of two tools you can use to create and adjust visual effects (VFX) inside Unreal Engine 5 (UE5). Before Niagara, the primary way to create and edit visual effects in UE4 was to use [Cascade](https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/ParticleSystems). It has many of the same of particle manipulation methods that Cascade offers, the way you interact and build visual effects with Niagara is vastly different.\n\n[MetaHuman Creator](https://www.unrealengine.com/en-US/metahuman-creator) is a free cloud-based app that empowers anyone to create photorealistic digital humans, complete with hair and clothing, in minutes. MetaHumans come fully rigged and ready to animate in your Unreal Engine projects.\n\n[Twinmotion](https://www.twinmotion.com/en-US) is a real-time 3D immersion software that produces high-quality images, panoramas and standard or 360° VR videos in seconds. Developed for architecture, construction, urban planning and landscaping professionals.\n\n[Bridgew by Quixel](https://www.unrealengine.com/en-US/bridge) is a gateway to create a world of 3D content right inside the Unreal Engine. it includes Megascans—the world's largest library of AAA, cinema-quality assets based on real-world scan data.\n\n[Lumen](https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lumen/TechOverview/) is an Unreal Engine 5 feature that uses multiple ray tracing methods to solve Global Illumination and Reflections. Screen traces are done first, followed by a more reliable method. It uses Software Ray Tracing through Signed Distance Fields by default, but can achieve higher quality on supporting video cards when Hardware Ray Tracing is enabled.\n\n[Nanite](https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/) is Unreal Engine 5's new virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail and high object counts. It intelligently does work on only the detail that can be perceived and no more.\n\n[Nanite Spline Meshes (Experimental)](https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1155-nanite) is an initial implementation of SplineMeshComponent for Nanite meshes has been introduced. This feature can be enabled by setting ```r.Nanite.AllowSplineMeshes=1``` in a settings ```.ini`` file. WARNING: Enabling this feature currently comes with a performance cost that affects culling performance of all Nanite, and there are currently known issues with incorrect culling under extreme deformation. \n\n[Orthographic rendering (Experimental)](https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1160-orthographic-rendering-experimental)  is a very common way to visualize projects in architecture and manufacturing, and is also used in games as a stylistic camera choice. Multiple areas of the engine have been fixed to achieve parity between perspective and orthographic projections. Most modern features of UE5 should now work, including Lumen, Nanite, Shadows, and TSR. \n\n[Procedural Content Generation Framework (PCG)](https://docs.unrealengine.com/5.2/en-US/procedural-content-generation--framework-in-unreal-engine/) is a toolset for creating your own procedural content inside Unreal Engine. It provides artists and designers the ability to build fast, iterative tools and content of any complexity ranging from asset utilities, such as buildings or biome generation, up to entire worlds. \n\n[Unreal Engine's VCam system](https://docs.unrealengine.com/5.2/en-US/virtual-cameras-in-unreal-engine/) is a Cine Camera in Unreal Engine that uses a modular component system to manipulate camera data and output the final results to a variety of external output devices. In addition, the Virtual Camera system provides its functionality while in the editor and during Play In Editor (PIE) or Standalone Game mode. \n\n[PolyEd (PolyGroup Edit)](https://docs.unrealengine.com/5.2/en-US/polymodel-category-in-unreal-engine/#polygroupedit) is a tool that includes a suite of operations for editing a mesh with PolyGroups. Common operations such as Extrude, Bevel, Weld, and Bridge are available. Also included are operations that only work with structured PolyGroups, such as Insert Edge Loop and edge loop/ring selection. \n \n[PolyDef](https://docs.unrealengine.com/5.2/en-US/polymodel-category-in-unreal-engine/#polygroupdeformation) is a tool that dynamically alters the shape of a mesh through its PolyGroups. Deformation is an efficient way to reshape a mesh quickly and create organic geometry. \n\n[Paper 2D](https://docs.unrealengine.com/5.0/paper-2d-in-unreal-engine/) is a sprite-based system for creating 2D and 2D/3D hybrid games entirely within the unreal Enginr editor. At the core of Paper 2D are Sprites (which are a Texture Mapped Planar Mesh and associated Material). It can edit Sprites inside Unreal Engine with the Sprite Editor and create sprite-based animations with Flipbooks (which animate a series of Sprites sequentially by using key frames and specifying a duration in frames to display them). \n\n[nDisplay](https://docs.unrealengine.com/5.2/en-US/ndisplay-overview-for-unreal-engine/) is a tool in Unreal Engine that describes how multiple computers work together in an nDisplay rendering network.\n\n[AWS Thinkbox Deadline for Unreal Engine](https://docs.thinkboxsoftware.com/products/deadline/10.3/1_User%20Manual/manual/app-unreal-engine-5.html) is a plugin to integrate and automate Deadline renders from inside the UE Movie Render Queue, allowing customers to streamline the process of connecting AWS Thinkbox Deadline 10.3 and onwards to work originated in UE5. \n\n[Unreal Engine Marketplace](https://unrealengine.com/marketplace/en-US/store) is Unreal Engine's Store that has a library Of Textures, Models, Animations, Tutorials, and More for creating amazing 3D projects and games.\n\n[UnrealBuildTool (UBT)](https://docs.unrealengine.com/5.0/en-US/ProductionPipelines/BuildTools/UnrealBuildTool) is a tool that manages the process of building UE4 source code across a variety of build configurations.\n\n[UnrealHeaderTool (UHT)](https://docs.unrealengine.com/5.0/en-US/ProductionPipelines/BuildTools/UnrealHeaderTool) is a custom parsing and code-generation tool supporting the UObject system.\n\n[AutomationTool](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/BuildTools/AutomationTool) is a generic system used to automate processes, including testing and building games.\n\n[Proxy Geometry Tool](https://docs.unrealengine.com/5.0/en-US/TestingAndOptimization/ProxyGeoTool/) is a tool-set that was developed as a way to increase your Unreal Engine 4 (UE4) project's performance while keeping the visual quality of your project uneffected.\n\n[Quixel Megascans](https://quixel.com/megascans) is a massive online scan library of high-resolution, consistent PBR calibrated surface, vegetation and 3D scans, also including desktop applications for managing, mixing and exporting your downloaded scan data.\n\n[Replay System](https://docs.unrealengine.com/5.0/en-US/TestingAndOptimization/ReplaySystem/) is a tool which can record gameplay for later viewing. This feature is available in all games, from live, multiplayer games played on dedicated servers, to single-player games, and even including Play-In-Editor sessions. At a high level, the Replay system works by using a DemoNetDriver to read data drawn from the built-in replication system, similar to how a NetDriver operates in a live, networked gameplay environment.\n\n[Take Recorder](https://docs.unrealengine.com/5.0/en-US/record-gameplay-in-unreal-engine/) is a tool that enables the fast iteration of recording performances and quickly reviewing previous takes for virtual production workflows. You can easily record animations from motion capture linked to characters in the level, as well as actual Live Link data for future playback. \n\n[Cesium for Unreal](https://cesium.com/cesium-for-unreal/) is a tool that brings the 3D geospatial ecosystem to Unreal Engine. By combining a high-accuracy full-scale WGS84 globe, open APIs and open standards for spatial indexing such as 3D Tiles, and cloud-based real-world content from Cesium ion with Unreal Engine, this project enables a new era of 3D geospatial software.\n\n[Unreal Engine Live-streaming Toolkit](https://offworld.live/products/unreal-engine-live-streaming-toolkit) is a Live-streaming Toolkit for  video, alpha and audio (Viewport, Cinecam, 360 Camera) via RTMP/ RTSP/ SRT/ NDI/ Spout/ Virtual Webcam plus direct display and window capture. [Available in Unreal Marketplace](https://www.unrealengine.com/marketplace/en-US/product/directx-12-livestream-to-spout-obs-no-capture-card-ndi-required).\n\n[AWS Thinkbox Deadline for Unreal Engine](https://docs.thinkboxsoftware.com/products/deadline/10.3/1_User%20Manual/manual/app-unreal-engine-5.html) is a plugin to integrate and automate Deadline renders from inside the UE Movie Render Queue, allowing customers to streamline the process of connecting AWS Thinkbox Deadline 10.3 and onwards to work originated in UE5. \n\n[Nanite Spline Meshes (Experimental)](https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1155-nanite) is an initial implementation of SplineMeshComponent for Nanite meshes has been introduced. This feature can be enabled by setting ```r.Nanite.AllowSplineMeshes=1``` in a settings ```.ini`` file. WARNING: Enabling this feature currently comes with a performance cost that affects culling performance of all Nanite, and there are currently known issues with incorrect culling under extreme deformation. \n\n[Orthographic rendering (Experimental)](https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1160-orthographic-rendering-experimental)  is a very common way to visualize projects in architecture and manufacturing, and is also used in games as a stylistic camera choice. Multiple areas of the engine have been fixed to achieve parity between perspective and orthographic projections. Most modern features of UE5 should now work, including Lumen, Nanite, Shadows, and TSR. \n\n[FidelityFX Super Resolution 2 for Unreal Engine](https://www.unrealengine.com/marketplace/product/fidelityfx-super-resolution-2) is plugin tool for AMD's open source temporal upscaling solution. It uses cutting-edge temporal algorithms to reconstruct fine geometric and texture detail, producing anti-aliased output from aliased input.\n\n[NVIDIA DLSS 3 for Unreal Engine](https://developer.nvidia.com/rtx/dlss/get-started#ue-version) is a tool that contains both the DLSS Super Resolution Plugin and the DLSS Frame Generation Plugin.\n\n[Houdini Engine for Unreal](https://github.com/sideeffects/HoudiniEngineForUnreal) is a Houdini Engine Plugin for Unreal Engine that brings Houdini's powerful and flexible procedural workflow into Unreal Engine through Houdini Digital Assets. Artists can interactively adjust asset parameters inside the editor and use Unreal assets as inputs. Houdini's procedural engine will then \"cook\" the asset and the results will be available in the editor without the need for baking.\n\n[PySide Layout Tool](https://www.unrealengine.com/marketplace/product/pyside-layout-tool) is a python application built to help Technical Artist and Tool Developers to make quick clean parameter layout with python script support.\n\n[HttpGPT](https://github.com/lucoiso/UEHttpGPT/releases) is an Unreal Engine 5 plugin that facilitates integration with OpenAI's GPT based services (ChatGPT and DALL-E) through asynchronous REST requests, making it easy for developers to communicate with these services. It also includes Editor Tools to integrate Chat GPT and DALL-E image generation directly in the Engine.\n\n[DataConfig](https://slowburn.dev/dataconfig/) is a Unreal Engine JSON/MsgPack serialization framework. Unreal Engine features a powerful [Property System](https://www.unrealengine.com/en-US/blog/unreal-property-system-reflection) which implements C++ runtime reflection. DataConfig is a serialization framework build on top of it.\n\n[Substance 3D](https://substance3d.adobe.com/plugins/substance-in-unreal-engine/) is a plugin that enables the use of Substance materials directly in Unreal Engine 5 and Unreal Engine 4. Whether you are working on games, visualization and or deploying across mobile, desktop, or XR, Substance delivers a unique experience with optimized features for enhanced productivity. The runtime currently works for Windows, Mac, and Linux.\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/229640938-787dda6c-c50b-45e6-9431-9a0b585d6475.jpeg\"\u003e\n  \u003cbr /\u003e\n  Substance 3D\n\u003c/p\u003e\n\nImage Credit: [Adobe](https://substance3d.adobe.com/plugins/substance-in-unreal-engine/)\n\n## Unreal Engine Learning Resources\n\n* [How to migrate your Unreal Engine 4 projects to Unreal Engine 5 Early Access quickly and smoothly](https://docs.unrealengine.com/5.0/en-US/MigrationGuide/)\n\n* [Unreal Engine 5 Documentation](https://docs.unrealengine.com/5.0/)\n\n[Unreal Engine Forums](https://forums.unrealengine.com/)\n * [Unreal Engine 5 Public Roadmap](https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/88-unreal-engine-5-3-in-progress)\n \n * [Architecture Design Software \u0026 3D Rendering Visualization Engine - Unreal Engine](https://www.unrealengine.com/en-US/solutions/architecture)\n \n * [Niagara Fluids: Getting Started with 3D Gas Systems](https://dev.epicgames.com/community/learning/tutorials/4Oov/unreal-engine-niagara-fluids-getting-started-with-3d-gas-systems)\n\n### Developer Resources\n\n**Note:** you will need to create an Epic Games account to download Unreal Engine.\n\n - [Sign-up for Epic Games Acount](https://www.epicgames.com/account/password)\n \n - [Sign-up for Epic Games GitHub](https://github.com/EpicGames/Signup)\n \n - [Unreal Engine 5.3 Documentation](https://docs.unrealengine.com/5.3/)\n   \n - [Unreal Engine 5.3 Release Notes](https://docs.unrealengine.com/5.3/unreal-engine-5.3-release-notes/)\n \n - [Enabling Temporal Super Resolution support for Orthographic Rendering](https://forums.unrealengine.com/t/enabling-temporal-super-resolution-support-for-orthographic-rendering/1288140)\n\n - [How to Report a Bug](https://www.unrealengine.com/support/report-a-bug)\n\n - [Learning Library For Unreal Engine \u0026 MetaHuman](https://dev.epicgames.com/community/learning?application=unreal_engine)\n  \n - [Learning Library For RealityScan \u0026 RealityCapture](https://dev.epicgames.com/community/learning?application=capturing_reality)\n \n - [Windows Development Requirements for Unreal Engine](https://docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for-unreal-engine/)\n \n - [macOS Development Requirements for Unreal Engine](https://docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for-unreal-engine/)\n \n - [Linux Development Requirements for Unreal Engine](https://docs.unrealengine.com/5.0/en-US/linux-development-requirements-for-unreal-engine/)\n \n - [iOS, iPadOS, and tvOS Development on Unreal Engine](https://docs.unrealengine.com/5.0/en-US/ios-ipados-and-tvos-support-for-unreal-engine/)\n \n - [Android Development on Unreal Engine](https://docs.unrealengine.com/5.0/en-US/android-support-for-unreal-engine)\n \n - [XR Development on Unreal Engine](https://docs.unrealengine.com/5.0/en-US/developing-for-xr-experiences-in-unreal-engine)\n\n - [Setting Up Visual Studio for Unreal Engine](https://docs.unrealengine.com/en-us/Programming/Development/VisualStudioSetup)\n\n - [Unreal Engine Performance and Profiling](https://docs.unrealengine.com/5.0/en-US/TestingAndOptimization/PerformanceAndProfiling/)\n\n - [Unreal Engine C++ API Reference](https://docs.unrealengine.com/5.0/en-US/API/index.html)\n\n - [Unreal Engine Blueprint API Reference](https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/index.html)\n\n - [Unreal Engine Python API Reference](https://docs.unrealengine.com/5.0/en-US/PythonAPI/index.html)\n \n - [Unreal Engine | NVIDIA Developer](https://developer.nvidia.com/unrealengine)\n\n - [Autodesk for Games](https://www.autodesk.com/campaigns/autodesk-for-games)\n\n - [Getting Started with DirectX 12 Ultimate](https://devblogs.microsoft.com/directx/directx-12-ultimate-getting-started-guide/)\n\n - [Getting Started with Vulkan](https://www.khronos.org/vulkan/)\n\n - [Getting Started with Apple Metal](https://developer.apple.com/metal/)\n\n### Unreal Engine 5 Training \u0026 Online Courses \n\n - [Unreal Online Learning](https://www.unrealengine.com/en-US/onlinelearning-courses) is a free learning platform that offers hands-on video courses and guided learning paths.\n \n - [Unreal Engine Authorized Training Program](https://www.unrealengine.com/en-US/training-partners) \n\n - [Unreal Engine for education](https://www.unrealengine.com/en-US/education/)\n\n - [Unreal Engine Training \u0026 Simulation](https://www.unrealengine.com/en-US/industry/training-simulation)\n\n - [Unreal Engine 5 (UE5): Complete Beginners Course | Udemy](https://www.udemy.com/course/unreal-engine-course/)\n\n - [Unreal Engine 5 (UE5): Beginner's Course | Skillshare ](https://www.skillshare.com/classes/Unreal-Engine-5-UE5-The-Complete-Beginners-Course/1124349680)\n\n - [Unreal Engine 5 Crash Course with Blueprint by Beau Carnes](https://www.freecodecamp.org/news/unreal-engine-5-crash-course-with-blueprint/)\n\n - [Modeling a Castle in Unreal Engine 5 Tutorial](https://unf-vault.teachable.com/p/modeling-in-unreal-engine-5)\n\n - [Introduction to Blueprints in Unreal Engine 5 Tutorial](https://unf-vault.teachable.com/p/introduction-to-blueprints-for-beginners-in-unreal-engine-5)\n\n - [Learning Chaos Destruction in Unreal Engine 5 Tutorial](https://unf-vault.teachable.com/p/introduction-to-chaos-destruction-in-unreal-engine-5-for-beginners)\n\n - [Learning to create Landscapes in Unreal Engine 5 Tutorial](https://unf-vault.teachable.com/p/open-worlds-in-unreal-engine-5-complete-landscape-guide-for-beginners)\n\n - [Unreal Engine 5 Master Class Course](https://gamedev.gg/courses/unreal-master-class/)\n\n - [Game Design Online Courses from Udemy](https://www.udemy.com/courses/Design/Game-Design/)\n\n - [Game Design Online Courses from Skillshare](https://www.skillshare.com/browse/game-design)\n\n - [Learn Game Design with Online Courses and Classes from edX](https://www.edx.org/learn/game-design)\n\n - [Game Design Courses from Coursera](https://www.coursera.org/courses?query=game%20design)\n\n - [Game Design and Development Specialization Course from Coursera](https://www.coursera.org/specializations/game-development)\n \n ### Unreal Engine 5 Books\n\n * [Unreal Engine 5 for Beginners: Dive into the world of game development with Unreal Engine 5 to build amazing 3D games by Sargey Rose](https://www.amazon.com/Unreal-Engine-Beginners-development-amazing/dp/1800568088)\n\n * [Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5, 3rd Edition by by Marcos Romero, Brenden Sewell, Luis Cataldi](https://www.amazon.com/Blueprints-Visual-Scripting-Unreal-Engine/dp/180181158X/) \n\n * [Unreal Engine 5 Character Creation, Animation, and Cinematics: Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite by Henk Venter, Wilhelm Ogterop](https://www.amazon.com/Unreal-Character-Creation-Animation-Cinematics/dp/1801812446/) \n\n * [Elevating Game Experiences with Unreal Engine 5: Bring your game ideas to life using the new Unreal Engine 5 and C++, 2nd Edition by Goncalo Marques, Devin Sherry, David Pereira, Hammad Fozi](https://www.amazon.com/Elevating-Game-Experiences-Unreal-Engine/dp/1803239867/) \n\n * [Unreal Engine 5 RPG Development with C++ and Blueprint: Volume I: Basics, Combat, and VFX by Dr. Chihming Chiu](https://www.amazon.com/Unreal-Engine-RPG-Development-Blueprint/dp/B0BHC586PM/r) \n\n * [Build Stunning Real-time VFX with Unreal Engine 5: Start your journey into Unreal particle systems to create realistic visual effects using Niagara by Hrishikesh Andurlekar](https://www.amazon.com/Build-Stunning-Real-time-Unreal-Engine/dp/1801072418/) \n\n * [Game Development Patterns with Unreal Engine 5: Build maintainable and scalable systems with C++ and Blueprint by Stuart Butler , Tom Oliver](https://www.amazon.com/Game-Development-Patterns-Unreal-Engine/dp/1803243252/) \n\n * [Unreal Engine 5 Shaders and Effects Cookbook: Over 70 recipes for creating materials and advanced shading techniques, 2nd Edition by Brais Brenlla Ramos](https://www.amazon.com/Unreal-Engine-Shaders-Effects-Cookbook/dp/1837633088/) \n\n * [Game Development with Unreal Engine 5: Learn the Basics of Game Development in Unreal Engine 5 by by Mitchell Lynn, Cliff Sharif](https://www.amazon.com/Game-Development-Unreal-Engine-English/dp/9355513445/) \n\n * [Unreal Engine C++ the Ultimate Developer's Handbook: Learn C++ and Unreal Engine by Creating a Complete Action Game by Stephen Seth Ulibarri](https://www.amazon.com/Unreal-Engine-Ultimate-Developers-Handbook/dp/B089M2H7J1/) \n\n * [Unreal Engine from Zero to Proficiency (Foundations): A Step-by-step guide to your first game with Unreal Engine by Patrick Felicia](https://www.amazon.com/Unreal-Engine-Proficiency-Foundations-Step/dp/B0B6XJDR3K/) \n\n * [Reimagining Characters with Unreal Engine's MetaHuman Creator: Elevate your films with cinema-quality character designs and motion capture animation by Brian Rossney, Ciaran Kavanagh](https://www.amazon.com/Reimagining-characters-Unreal-MetaHuman-Creator/dp/1801817723/) \n \n## YouTube Video Tutorials\n\n[Back to the Top](#table-of-contents)\n\n[![Unreal Engine 5.3 Feature Highlights](https://ytcards.demolab.com/?id=b4_msnAbJtk\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5.3 Feature Highlights\")](https://www.youtube.com/watch?v=b4_msnAbJtk)\n[![Why Unreal Engine 5.3 is a BIG Deal](https://ytcards.demolab.com/?id=POwTaVZ_CA0\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Why Unreal Engine 5.3 is a BIG Deal\")](https://www.youtube.com/watch?v=POwTaVZ_CA0)\n[![Unreal Engine 5 Beginner Tutorial - UE5 Starter Course 2023 ](https://ytcards.demolab.com/?id=gHnnAB2bxK0\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 Beginner Tutorial - UE5 Starter Course 2023 \")](https://www.youtube.com/watch?v=gHnnAB2bxK0)\n[![Capturing the World’s OLDEST Stave Church in Unreal Engine 5](https://ytcards.demolab.com/?id=B5hBBFM2I_w\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Capturing the World’s OLDEST Stave Church in Unreal Engine 5\")](https://www.youtube.com/watch?v=B5hBBFM2I_w)\n[![Unreal Engine 5 Beginner Tutorial - UE5 Starter Course](https://ytcards.demolab.com/?id=k-zMkzmduqI\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 Beginner Tutorial - UE5 Starter Course\")](https://www.youtube.com/watch?v=k-zMkzmduqI)\n[![How to Create a Game in Unreal Engine 5 - UE5 Beginner Tutorial](https://ytcards.demolab.com/?id=1XjgLKrb4_M\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"How to Create a Game in Unreal Engine 5 - UE5 Beginner Tutorial\")](https://www.youtube.com/watch?v=1XjgLKrb4_M)\n[![EVERYTHING NEW IN UNREAL ENGINE 5.3](https://ytcards.demolab.com/?id=FOi1sktOuPg\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"EVERYTHING NEW IN UNREAL ENGINE 5.3\")](https://www.youtube.com/watch?v=FOi1sktOuPg)\n[![Unreal Engine 5.3 New Features](https://ytcards.demolab.com/?id=mOpr1aR6xAw\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5.3 New Features\")](https://www.youtube.com/watch?v=mOpr1aR6xAw) \n[![Unreal Engine 5 for Architecture - 2023 Full Beginner Course](https://ytcards.demolab.com/?id=bT8aSTkpkDY\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 for Architecture - 2023 Full Beginner Course\")](https://www.youtube.com/watch?v=bT8aSTkpkDY)\n[![Future of architectural visualization | Interior and exterior in Unreal Engine 5 | ArhiTeach school](https://ytcards.demolab.com/?id=1NrwktfF2Eo\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Future of architectural visualization | Interior and exterior in Unreal Engine 5 | ArhiTeach school\")](https://www.youtube.com/watch?v=1NrwktfF2Eo)\n[![Exploring the Hillside Sample Project with Safdie Architects and Neoscape | Unreal Engine](https://ytcards.demolab.com/?id=D55T_v8039s\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Exploring the Hillside Sample Project with Safdie Architects and Neoscape | Unreal Engine\")](https://www.youtube.com/watch?v=D55T_v8039s)\n[![Unreal Engine 5 - Google Maps API \u0026 Cesium - Full tutorial PT 1](https://ytcards.demolab.com/?id=TbHCvAo-aGg\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 - Google Maps API \u0026 Cesium - Full tutorial PT 1\")](https://www.youtube.com/watch?v=TbHCvAo-aGg) \n[![UNREAL ENGINE 5 vs CORONA which is better for Architectural Rendering?](https://ytcards.demolab.com/?id=8bh3NxJXXEg\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"UNREAL ENGINE 5 vs CORONA which is better for Architectural Rendering?\")](https://www.youtube.com/watch?v=8bh3NxJXXEg) \n[![Unreal Engine 5 Cinematic Photorealistic Architecture Rendering | Complete Tutorial](https://ytcards.demolab.com/?id=Fh6SxqtsReI\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 Cinematic Photorealistic Architecture Rendering | Complete Tutorial\")](https://www.youtube.com/watch?v=Fh6SxqtsReI) \n[![Unreal Engine 5 – Full Course for Beginners](https://ytcards.demolab.com/?id=6UlU_FsicK8\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Unreal Engine 5 – Full Course for Beginners\")](https://www.youtube.com/watch?v=6UlU_FsicK8)\n[![From Unity To Unreal in Minutes!](https://ytcards.demolab.com/?id=sTDm5wN2hZ8\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"From Unity To Unreal in Minutes!\")](https://www.youtube.com/watch?v=sTDm5wN2hZ8)\n[![Why I’m switching from Unity to Unreal Engine](https://ytcards.demolab.com/?id=x6HcUsyVsBo\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"Why I’m switching from Unity to Unreal Engine\")](https://www.youtube.com/watch?v=x6HcUsyVsBo)\n[![The Blender to Unreal Engine Workflow](https://ytcards.demolab.com/?id=N8y_eH7QB2o\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"The Blender to Unreal Engine Workflow\")](https://www.youtube.com/watch?v=N8y_eH7QB2o) \n[![15 Recent Graphically Stunning Unreal Engine 5 Demos YOU NEED TO CHECK OUT](https://ytcards.demolab.com/?id=LyvuadJyX8k\u0026lang=en\u0026background_color=%230d1117\u0026title_color=%23ffffff\u0026stats_color=%23dedede\u0026width=240 \"15 Recent Graphically Stunning Unreal Engine 5 Demos YOU NEED TO CHECK OUT\")](https://www.youtube.com/watch?v=LyvuadJyX8k)\n \n## Xbox Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n   **Quick links to Development Resources**\n\n - [Developing Games | Xbox and Windows](https://www.xbox.com/en-US/developers)\n \n - [Xbox Creators Program](https://www.xbox.com/en-US/developers/creators-program)\n \n - [ID@Xbox Program](https://www.xbox.com/en-US/developers/id)\n \n - [Xbox game development - Game Stack | Microsoft Docs](https://docs.microsoft.com/en-us/gaming/xbox/)\n \n - [Multi-platform development - Unreal Engine](https://www.unrealengine.com/en-US/features/multi-platform-development)\n \n - [Tips for developing console games (Xbox, PlayStation, Nintendo)](https://unity.com/how-to/develop-console-video-games-unity)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109359-bef5dfd3-6c38-4cb0-8a48-ba2145c670fb.png\"\u003e\n  \u003cbr /\u003e\n  Xbox Series X\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109363-670074b5-4261-41ca-b02d-c1f99971db76.png\"\u003e\n  \u003cbr /\u003e\n  Xbox Series S\n\u003c/p\u003e\n      \n## PlayStation Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n  **Quick links to Development Resources**\n\n  - [PlayStation® Partners Program](https://partners.playstation.net/)\n  \n  - [PlayStation® Studios | PlayStation (US)](https://www.playstation.com/en-us/corporate/playstation-studios/)\n  \n  - [PlayStation Support](https://www.playstation.com/en-us/support/?smcid=pdc%3Aen-us%3Acorporate-playstation-and-the-environment-community%3Aprimary%20nav%3Amsg-support%3Asupport)\n  \n  - [PlayStation® Plus](https://www.playstation.com/en-us/ps-plus/?smcid=pdc%3Aen-us%3Acorporate-playstation-and-the-environment-community%3Aprimary%20nav%3Amsg-services%3Aps-plus)\n  \n  - [PS Now](https://www.playstation.com/en-us/ps-now/?smcid=pdc%3Aen-us%3Acorporate-playstation-and-the-environment-community%3Aprimary%20nav%3Amsg-services%3Aps-now)\n  \n  - [Multi-platform development - Unreal Engine](https://www.unrealengine.com/en-US/features/multi-platform-development)\n  \n  - [Creating games for Playstation | Unity](https://unity.com/solutions/playstation)\n  \n  - [Tips for developing console games (Xbox, PlayStation, Nintendo)](https://unity.com/how-to/develop-console-video-games-unity)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109372-7e1dac0a-8df3-4867-a36e-7080e21014a7.png\"\u003e\n  \u003cbr /\u003e\n  PlayStation 5\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109375-f189109a-ccf6-47fc-a543-7d1831c3f970.png\"\u003e\n  \u003cbr /\u003e\n  PlayStation 4\n\u003c/p\u003e\n\n[PlayStation® VR Headset](https://www.playstation.com/en-us/ps-vr/) is a virtual reality headset developed by Sony Interactive Entertainment. It gives the user an amazing gaming experience with stunning High Dynamic Range visuals and up to 120fps, as two 1920 x 1080 OLED displays deliver a vast 100º field of view. PSVR is fully functional with the PlayStation 4™ and is forward compatible with the PlayStation 5™ home video game console. \n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/117720763-e9750000-b193-11eb-888a-e4bccd6c30eb.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\nPlayStation VR Headset. Source: [PlayStation](https://www.playstation.com/en-us/ps-vr/)\n\n[PlayStation®VR2](https://www.playstation.com/en-us/ps-vr2/) is the next generation of virtual reality gaming by PlayStation. It gives the user an amazing gaming experience with new stunning 4K High Dynamic Range visuals and up to 120fps, as two 2000 x 2040 OLED displays deliver over four times the resolution generated by the original PlayStation®VR headset. A vast 110º field of view and a light, well-balanced Fresnel lens. The lens adjustment dial allows you to customize spacing between lenses to match your eye position for an optimal onscreen image. Along with ground-breaking new controllers and genre-defining games, all made possible by the power of PS5™.\n\n\u003cp align=\"center\"\u003e\n  \u003cimg alt=\"[psvr2\" src=\"https://user-images.githubusercontent.com/45159366/156683318-6811ecf8-a8f2-4652-8872-f669cf38b459.png\"\u003e\n\u003c/p\u003e\n\nPlayStation VR 2 Headset. Source: [PlayStation](https://www.playstation.com/en-us/ps-vr2/)\n      \n## Nintendo Switch Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n  **Quick links to Development Resources**\n\n  - [Nintendo Developer Portal](https://developer.nintendo.com/)\n  \n  - [Nintendo Developer Tools/ Middleware](https://developer.nintendo.com/tools)\n  \n  - [Multi-platform development - Unreal Engine](https://www.unrealengine.com/en-US/features/multi-platform-development)\n  \n  - [Tips for developing console games (Xbox, PlayStation, Nintendo)](https://unity.com/how-to/develop-console-video-games-unity)\n  \n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109381-493efc29-3da2-4db8-b772-43cb3ca1f97a.png\"\u003e\n  \u003cbr /\u003e\n  Nintendo Switch\n\u003c/p\u003e\n\n## Steam Deck Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n  \n  **Quick links to Development Resources**\n\n  - [Getting your game ready for Steam Deck](https://partner.steamgames.com/doc/steamdeck/recommendations)\n\n  - [Developing for Steam Deck without a Dev-Kit](https://partner.steamgames.com/doc/steamdeck/testing)\n\n  - [Steam Deck Developer Kits](https://partner.steamgames.com/doc/steamdeck/devkits)\n\n  - [Steam Deck and Proton](https://partner.steamgames.com/doc/steamdeck/proton)\n\n  - [Steam Deck Developer Forums](https://steamcommunity.com/groups/steamworks/discussions/27/)\n  \n  - [Multi-platform development - Unreal Engine](https://www.unrealengine.com/en-US/features/multi-platform-development)\n\n  - [Tips for developing console games (Xbox, PlayStation, Nintendo)](https://unity.com/how-to/develop-console-video-games-unity)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/158109383-57188374-6632-4ef2-ae58-1d66351b0fa8.png\"\u003e\n  \u003cbr /\u003e\n  Steam Deck\n\u003c/p\u003e\n\n[Steamworks](https://partner.steamgames.com/doc/home) is a free suite of tools available to any developer to use in their game or software on Steam and the Steam Deck.\n\n[Steam Hardware GitLab Repo](https://gitlab.steamos.cloud/SteamDeck/hardware) is a repository that contains CAD files for the external shell (surface topology) of Steam Deck, under a Creative Commons license. This includes an STP model, STL model, and drawings (DWG) for reference.\n\n[Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670) is a tool that Steam will use  to automatically upload all modified save game data to the cloud prior to the device entering sleep mode. Users can then resume their game on any PC, laptop or other device. Steam will also automatically download any save game changes when users return to their Steam Deck and wake up the device.\n\n[Steam Cloud](https://partner.steamgames.com/doc/features/cloud) is a tool that provides an easy and transparent remote file storage system for your game. Files specified in the Auto-Cloud configuration or written to disk (created, modified, deleted, etc.) using the Cloud API will automatically be replicated to the Steam servers after the game exits. If the user changes computers, the files are automatically downloaded to the new computer prior to the game launching. The game can then access the files by reading them through the Cloud API or reading them directly from disk as usual. Avoid machine specific configurations such as video settings.\n\n[Gamescope](https://github.com/Plagman/gamescope) is a SteamOS session micro-compositing window manager formerly known as [steamcompmgr](https://github.com/ValveSoftware/steamos-compositor).\n\n[AMD FidelityFX Super Resolution (FSR)](https://www.amd.com/en/technologies/radeon-software-fidelityfx) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs. It enables “practical performance” for costly render operations, such as hardware ray tracing for the AMD RDNA™ and AMD RDNA™ 2 architectures.\n\n[MangoHud](https://github.com/flightlessmango/MangoHud) is a Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more.\n\n[GOverlay](https://github.com/benjamimgois/goverlay) is an open source project aimed to create a Graphical UI to manage Vulkan/OpenGL overlays. It is still in early development.\n\n[ReplaySorcery](https://github.com/matanui159/ReplaySorcery) is an open-source, instant-replay solution for Linux.\n\n[Deck Verified](https://www.steamdeck.com/en/verified) is a program that reviews games in Steam's catalog verifying their compatibility with the Steam Deck. So when you visit your Library on Steam Deck, you’ll find a compatibility badge on each title, reflecting the kind of experience you can expect when playing each game on Steam Deck.\n\n## Linux Development\n\n[Back to the Top](#table-of-contents)\n\n**Quick links to Development Resources**\n\n - [Sign-up for Epic Games Acount](https://www.epicgames.com/account/password)\n \n - [Sign-up for Epic Games GitHub](https://github.com/EpicGames/Signup)\n \n - [Unreal Engine 5 Linux Binary Download](https://www.unrealengine.com/en-US/linux)\n \n - [Linux Development Requirements for Unreal Engine](https://docs.unrealengine.com/5.0/en-US/linux-development-requirements-for-unreal-engine/)\n \n - [Unreal Engine Performance and Profiling](https://docs.unrealengine.com/5.0/en-US/TestingAndOptimization/PerformanceAndProfiling/)\n \n - [Unreal Engine Blueprint API Reference](https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/index.html)\n\n - [Unreal Engine C++ API Reference](https://docs.unrealengine.com/5.0/en-US/API/index.html)\n\n - [Unreal Engine Python API Reference](https://docs.unrealengine.com/5.0/en-US/PythonAPI/index.html)\n \n - [Unreal Engine for Education](https://www.unrealengine.com/en-US/education/)\n\n - [Unreal Engine Training \u0026 Simulation](https://www.unrealengine.com/en-US/industry/training-simulation)\n \n### Installing Unreal Engine on Linux\n\nThe easiest way to install Unreal Engine 5 on your Linux system is using the Epic Asset Manager that's availble on [FlatHub](https://flathub.org/) as a [Flatpak](https://flatpak.org). If you don't have Flatpak installed on your Linux system follow these [simple instructions to get started](https://flatpak.org/setup/).\n\n[Epic Asset Manager](https://flathub.org/apps/details/io.github.achetagames.epic_asset_manager) is an unofficial client to install [Unreal Engine](https://www.unrealengine.com/), download and manage purchased assets, projects, plugins and games from the [Epic Games Store](https://www.unrealengine.com/marketplace?lang=en-US).\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/180886562-ef6aa63d-8117-4719-9af1-e25108042c2c.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/180886564-3ebc8ecb-e2c0-4e53-9f45-f986bd24a89d.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n# Visual Studio and VSCode \n[Back to the Top](#table-of-contents)\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/171919431-729ff449-fe7c-499d-8a21-d722a42eb7e5.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n - [Setting Up Visual Studio for Unreal Engine 5](https://docs.unrealengine.com/5.0/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/)\n \n - [Visual Studio Tips and Tricks for Unreal Engine](https://docs.unrealengine.com/5.0/en-US/visual-studio-tips-and-tricks-in-unreal-engine/)\n \n - [Compiling Game Projects in Visual Studio](https://docs.unrealengine.com/5.0/en-US/compiling-game-projects-in-unreal-engine-using-cplusplus/)\n \n\n[Visual Studio](https://visualstudio.microsoft.com/) is an integrated development environment (IDE) from Microsoft; which is a feature-rich application that can be used for many aspects of software development. Visual Studio makes it easy to edit, debug, build, and publish your app. By using Microsoft software development platforms such as Windows API, Windows Forms, Windows Presentation Foundation, and Windows Store.\n\n[VSExtensibility](https://github.com/microsoft/VSExtensibility) is a repo for upcoming changes to extensibility in Visual Studio, the new extensibility model, and [Language Server Protocol(LSP)](https://github.com/microsoft/VSExtensibility/blob/main/docs/lsp/lsp-extensions-specifications.md). \n\n[Visual Studio Documentation](https://docs.microsoft.com/en-us/visualstudio/windows/)\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/171919459-9e437c54-0d1e-4e85-bae1-efd8fc21859c.png\"\u003e\n\u003cbr /\u003e\nVisual Studio\n\u003c/p\u003e\n\n[Visual Studio Marketplace](https://marketplace.visualstudio.com) is a marketplace for all extensions for Visual Studio, Azure DevOps Services, Azure DevOps Server and Visual Studio Code.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/171919464-2e0c6a3c-70a5-493e-9aec-2e66c7b73498.png\"\u003e\n\u003cbr /\u003e\nVisual Studio Marketplace\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/140833078-77973dcf-d3a6-421f-b6a7-b6e63fb1e97c.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n[Visual Studio Code](https://code.visualstudio.com) is a lightweight but powerful source code editor which runs on your desktop and is available for Windows, macOS and Linux. It comes with built-in support for JavaScript, TypeScript and Node.js and has a rich ecosystem of extensions for other languages (such as C++, C#, Java, Python, PHP, Go) and runtimes (such as .NET and Unity).\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/140832435-49e53589-e9e1-47fe-a1bd-d9800cfc1274.png\"\u003e\n\u003cbr /\u003e\nVS Code\n\u003c/p\u003e\n\n[Visual Studio Code Marketplace](https://marketplace.visualstudio.com/VSCode) is a marketplace for all extensions for Visual Studio, Azure DevOps Services, Azure DevOps Server and Visual Studio Code.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/140832440-0247a088-4eeb-4c57-ae7d-90894d56d629.png\"\u003e\n\u003cbr /\u003e\nVS Code Marketplace\n\u003c/p\u003e\n\n[VS Code Documentation](https://code.visualstudio.com/docs)\n\n[Working with GitHub in VS Code](https://code.visualstudio.com/docs/editor/github)\n\n[Code Server](https://coder.com/) is a tool that allows you to run [VS Code](https://code.visualstudio.com/) on any machine anywhere and access it in the browser.\n\n[GitHub Codespaces](https://docs.github.com/en/free-pro-team@latest/github/developing-online-with-codespaces) is an integrated development environment(IDE) on GitHub. That allows developers to develop entirely in the cloud using Visual Studio and Visual Studio Code. Also, from any repo or pull request on GitHub you can simply press the period (.) key on your keyboard to bring up the browser-based VS Code environment with the source code file ready for editing. That dot (.) press to bring up the web-based VS Code editor takes you to https://github.dev/.\n\n[Language Server Protocol (LSP)](https://microsoft.github.io/language-server-protocol/) is a tool that defines the protocol used between an editor or IDE and a language server that provides language features like auto complete, go to definition, find all references.\n\n### Visual Studio Extensions for Developer Productivity\n[Back to the Top](#table-of-contents)\n\n**Note:**  [Visual Studio IntelliCode](https://visualstudio.microsoft.com/services/intellicode/) is installed by default with any workload that supports C#, C++, TypeScript/JavaScript, or XAML in Visual Studio 2022.\n  \n [Visual Assist](https://marketplace.visualstudio.com/items?itemName=WholeTomatoSoftware.VisualAssist) is a productivity tool for C/C++ and C# that improves IDE features related to navigation, refactoring, code generation, and coding assistance along with specific tooling for UE4/UE5.\n  \n [Resharper](https://marketplace.visualstudio.com/items?itemName=JetBrains.ReSharper) is a popular developer productivity extension for Microsoft Visual Studio. It automates most of what can be automated in your coding routines. It finds compiler errors, runtime errors, redundancies, and code smells right as you type, suggesting intelligent corrections for them.\n    \n [Visual Studio Live Share](https://visualstudio.microsoft.com/services/live-share/) is an extension that provides a collection of extensions that enable real-time collaborative development with VS Live Share.\n    \n [Visual Studio Spell Checker](https://marketplace.visualstudio.com/items?itemName=EWoodruff.VisualStudioSpellCheckerVS2022andLater) is an editor extension that checks the spelling of comments, strings, and plain text as you type or interactively with a tool window. It can also spell check an entire solution, project, or selected items. \n    \n [GitHub Extensions for Visual Studio](https://marketplace.visualstudio.com/items?itemName=GitHub.GitHubExtensionforVisualStudio) is a Visual Studio Extension that brings the GitHub Flow into Visual Studio.\n    \n [REST API Client Code Generator](https://marketplace.visualstudio.com/items?itemName=ChristianResmaHelle.ApiClientCodeGenerator) is a collection of Visual Studio C# custom tool code generators for Swagger / OpenAPI specification files.\n    \n [Code Maid](https://marketplace.visualstudio.com/items?itemName=SteveCadwallader.CodeMaid) is an open source Visual Studio extension to cleanup and simplify our C#, C++, F#, VB, PHP, PowerShell, R, JSON, XAML, XML, ASP, HTML, CSS, LESS, SCSS, JavaScript and TypeScript coding.\n    \n [VS Color Output](https://marketplace.visualstudio.com/items?itemName=MikeWard-AnnArbor.VSColorOutput)  is an extension for Visual Studio. This extension is a color output for build and debug windows.\n    \n [Visual Studio Theme Pack](https://marketplace.visualstudio.com/items?itemName=idex.vsthemepack) is a collection of popular themes, now available for Visual Studio.\n    \n [Markdown Editor](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.MarkdownEditor2) is afull featured Markdown editor with live preview and syntax highlighting. Supports GitHub flavored Markdown.\n    \n [SQLite and SQL Server Compact Toolbox](https://marketplace.visualstudio.com/items?itemName=ErikEJ.SQLServerCompactSQLiteToolbox) is an extension for Visual Studio. This extension adds several features to help your embedded database development efforts: Scripting of tables and data, import from SQL Server and CSV files and much, much more.\n \n [NuGet Package Manager](https://marketplace.visualstudio.com/items?itemName=NuGetTeam.NuGetPackageManager) collection of tools to automate the process of downloading, installing, upgrading, configuring, and removing packages from a VS Project.\n    \n [SlowCheetah](https://marketplace.visualstudio.com/items?itemName=vscps.SlowCheetah-XMLTransforms) is a package allows you to automatically transform your app.config (or any file) when you press F5 in Visual Studio. You can have different transformations based on the build configuration. This will enable you to easily have different app settings, connection strings, etc for Debug versus Release. \n    \n [Roslynator](https://marketplace.visualstudio.com/items?itemName=josefpihrt.Roslynator2022) is a collection of 500+ analyzers, refactorings and fixes for C#, powered by Roslyn.\n    \n [Trailing Whitespace Visualizer](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer) is an  extension will highlight and remove any trailing whitespace on any line in any editor in Visual Studio. This makes it really easy to get rid of those annoying invisible characters.\n    \n [Magical C# Debugging—OzCode](https://marketplace.visualstudio.com/items?itemName=CodeValueLtd.OzCode) is a must have Visual Studio Extension which cuts down on debugging time and increases productivity by detecting and isolating bugs, making them easy to fix.\n    \n [File Icons](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.FileIcons) is an extension that adds file icons to Solution Explorer for files that Visual Studio doesn't provide icons for.\n \n [Image Optimizer](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.ImageOptimizer) is an extension that uses industry standard tools to optimize any JPEG, PNG and Gifs - including animated Gifs. It can do both lossy and lossless optimization.\n \n [File Nesting](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.FileNesting) is an extension that automatically nest files based on file name and enables developers to nest and unnest any file manually.\n      \n [NCrunch for Visual Studio](https://marketplace.visualstudio.com/items?itemName=NCrunch.NCrunchforVisualStudio) is an automated parallel continuous testing tool for Visual Studio .NET. It intelligently takes responsibility for running automated tests so that you don't have to, and it gives you a huge amount of useful information about your tests (such as code coverage and performance metrics) inline in your IDE while you work.\n    \n [SideWaffle Template Pack](https://marketplace.visualstudio.com/items?itemName=MadsKristensen.SideWaffleTemplatePack) is an extension that contains both item and project templates suitable for building websites, Windows apps, Windows Phone apps, WPF, Visual Studio extensibilty project and a lot more.  \n \n [PostSharp](https://marketplace.visualstudio.com/items?itemName=PostSharpTechnologies.PostSharp) is the #1 pattern-aware extension to C# and VB. It allows developers to eradicate boilerplate. Implements some of the most common patterns and gives you the tools to build your own.\n    \n\n### VS Code Extensions for Developer Productivity\n\n[Back to the Top](#table-of-contents)\n\n[Visual Studio Live Share](https://visualstudio.microsoft.com/services/live-share/) is a service/ extension that enables you to collaboratively edit and debug with others in real time, regardless of the programming languages you're using or app types you're building. You can instantly and securely share your current project, start a joint debugging session, share terminal instances, forward localhost web apps, have voice calls, and more.\n\n[GistPad](https://marketplace.visualstudio.com/items?itemName=vsls-contrib.gistfs) is a Visual Studio Code extension that allows you to edit GitHub Gists and repositories from the comfort of your favorite editor. You can open, create, delete, fork and star gists and repositories, and then seamlessly begin editing files as if they were local, without ever cloning, pushing or pulling anything.\n\n[Live Server](https://marketplace.visualstudio.com/items?itemName=ritwickdey.LiveServer) is an extension for Visual Studio Code that launches a development local Server with live reload feature for static \u0026 dynamic pages.\n\n[GitHub Pull Requests and Issues](https://marketplace.visualstudio.com/items?itemName=GitHub.vscode-pull-request-github) is an extension for Visual Studio Code that allows you to review and manage GitHub pull requests and issues in Visual Studio Code.\n\n[Terminal](https://marketplace.visualstudio.com/items?itemName=formulahendry.terminal) is an extension for Visual Studio Code that lets you run terminal command directly in the Editor.\n\n[Profile Switcher](https://marketplace.visualstudio.com/items?itemName=aaronpowell.vscode-profile-switcher) is an extension for Visual Studio Code that allows you to switch between different profiles you have created.\n\n[Material Icon Theme](https://marketplace.visualstudio.com/items?itemName=PKief.material-icon-theme) is an extension for Visual Studio Code that gets the Material Design icons into your VS Code.\n\n[One Dark Pro](https://marketplace.visualstudio.com/items?itemName=zhuangtongfa.Material-theme) is an extension for Visual Studio Code that adds Atom's iconic One Dark theme, which is one of the most installed themes for VS Code.\n\n[VSCode Icons](https://marketplace.visualstudio.com/items?itemName=vscode-icons-team.vscode-icons) is an extension for Visual Studio Code that brings icons to your Visual Studio Code setup.\n\n[GitLens](https://marketplace.visualstudio.com/items?itemName=eamodio.gitlens) is an extension for Visual Studio Code that helps you visualize code authorship at a glance via Git blame annotations and code lens, seamlessly navigate and explore Git repositories, gain valuable insights via powerful comparison commands, and so much more.\n\n[Import Cost](https://marketplace.visualstudio.com/items?itemName=wix.vscode-import-cost) is an extension for Visual Studio Code that will display inline in the editor the size of the imported/required package. The extension utilizes webpack with babili-webpack-plugin in order to detect the imported size.\n\n[Markdown All in One](https://marketplace.visualstudio.com/items?itemName=yzhang.markdown-all-in-one) is an extension for Visual Studio Code that gives you everything you need to write Markdown (keyboard shortcuts, table of contents, auto preview and more).\n\n[Auto Rename Tag](https://marketplace.visualstudio.com/items?itemName=formulahendry.auto-rename-tag) is an extension for Visual Studio Code that automatically add HTML/XML close tag, same as Visual Studio IDE or Sublime Text.\n\n[Auto-Close Tag](https://marketplace.visualstudio.com/items?itemName=formulahendry.auto-close-tag) is an extension for Visual Studio Code that automatically add HTML/XML close tag, same as Visual Studio IDE or Sublime Text does.\n\n[Settings Sync](https://marketplace.visualstudio.com/items?itemName=Shan.code-settings-sync) is an extension for Visual Studio Code that synchronizes Settings, Snippets, Themes, File Icons, Launch, Keybindings, Workspaces and Extensions Across Multiple Machines Using GitHub Gist.\n\n[Bookmarks](https://marketplace.visualstudio.com/items?itemName=alefragnani.Bookmarks) is an extension for Visual Studio Code that lets you mark lines of code and jump to them.\n\n[Better Comments](https://marketplace.visualstudio.com/items?itemName=aaron-bond.better-comments) is an extension for Visual Studio Code that improves your code commenting by annotating with alert, informational, TODOs, and more.\n\n[Code Spell Checker](https://marketplace.visualstudio.com/items?itemName=streetsidesoftware.code-spell-checker) is an extension for Visual Studio Code that works as a spelling checker for source code.\n\n[CSS Peak](https://marketplace.visualstudio.com/items?itemName=pranaygp.vscode-css-peek) is an extension for Visual Studio Code that allows peeking to css ID and class strings as definitions from html files to respective CSS. It also allows peek and goto definition.\n\n[Tailwind CSS IntelliSense](https://marketplace.visualstudio.com/items?itemName=bradlc.vscode-tailwindcss) is an extension for Visual Studio Code that enhances the Tailwind development experience by providing Visual Studio Code users with advanced features such as autocomplete, syntax highlighting, and linting.\n\n[Prettier](https://marketplace.visualstudio.com/items?itemName=esbenp.prettier-vscode) is an extension for Visual Studio Code that is an opinionated code formatter. It enforces a consistent style by parsing your code and re-printing it with its own rules that take the maximum line length into account, wrapping code when necessary.\n\n[NPM Intellisense](https://marketplace.visualstudio.com/items?itemName=christian-kohler.npm-intellisense) is an extension for Visual Studio Code that autocompletes npm modules in import statements.\n\n[Path Intellisense](https://marketplace.visualstudio.com/items?itemName=christian-kohler.path-intellisense) is an extension for Visual Studio Code that autocompletes filenames.\n\n[Relative Path](https://marketplace.visualstudio.com/items?itemName=jakob101.RelativePath) is an extension for Visual Studio Code that gets the relative url paths from files in the current workspace.\n\n[Path Autocomplete](https://marketplace.visualstudio.com/items?itemName=ionutvmi.path-autocomplete) is an extension for Visual Studio Code that provides path completion for visual studio code.\n\n[Discord Presence](https://marketplace.visualstudio.com/items?itemName=icrawl.discord-vscode) is an extension for Visual Studio Code that updates your discord status with a rich presence.\n\n[Code Runner](https://marketplace.visualstudio.com/items?itemName=formulahendry.code-runner) is an extension for Visual Studio Code that runs code snippets or code files for multiple languages: C/C++, Java, JavaScript, PHP, Python, Perl, Ruby, Go, Lua, Groovy, PowerShell, BASH/SH, C#, F#, .NET Core, TypeScript, CoffeeScript, Scala, Swift, Julia, OCaml, R, Elixir, Clojure, Haxe, Objective-C, Rust, Racket, Scheme, Kotlin, Dart, Haskell, Nim, D, CUDA, and custom command.\n\n[Kite](https://marketplace.visualstudio.com/items?itemName=kiteco.kite) is an extension for Visual Studio Code that provides an AI-powered programming assistant that helps you write code faster inside Visual Studio Code. Kite works for all major programming languages: Python, Java, Go, PHP, C/C#/C++, Javascript, HTML/CSS, Typescript, React, Ruby, Scala, Kotlin, Bash, Vue and React.\n\n[Tabnine](https://marketplace.visualstudio.com/items?itemName=TabNine.tabnine-vscode) is an extension for Visual Studio Code that provides an AI code completion tool trusted by millions of developers to code faster with fewer errors. Whether you are a new dev or a seasoned pro, working solo or part of a team, Tabnine will help push your productivity to new heights while cutting your QA time in your favorite IDE.\n\n# Xcode Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/141201793-f31f4899-7317-49a7-808b-6e551df23bf9.png\"\u003e\n  \u003cbr /\u003e\n  Xcode Guide\n\u003c/p\u003e\n\n## Getting Started with Xcode\n\n- [Compiling Game Projects in Xcode](https://docs.unrealengine.com/5.0/en-US/compiling-game-projects-in-unreal-engine-using-cplusplus/)\n\n- [Apple Developer Documentation for Xcode](https://developer.apple.com/documentation/xcode)\n\n[Xcode](https://developer.apple.com/xcode/) includes everything developers need to create great applications for Mac, iPhone, iPad, Apple TV, and Apple Watch. Xcode provides developers a unified workflow for user interface design, coding, testing, and debugging. Xcode 14 is built as an Universal app that runs 100% natively on Intel-based CPUs and Apple Silicon. It includes a unified macOS SDK that features all the frameworks, compilers, debuggers, and other tools you need to build apps that run natively on Apple Silicon and the Intel x86_64 CPU.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/110880054-dd9fb700-8292-11eb-9478-a5d62dc76f9d.png\"\u003e\n\u003cbr /\u003e\nDeveloping with SwiftUI in Xcode 14\n\u003c/p\u003e\n\n[Xcode Cloud](https://developer.apple.com/xcode-cloud/) is a continuous integration and delivery service built into Xcode and designed expressly for Apple developers. It accelerates the development and delivery of high-quality apps by bringing together cloud-based tools that help you build apps, run automated tests in parallel, deliver apps to testers, and view and manage user feedback.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/121821101-9cc98c80-cc4b-11eb-9dde-e3efa2ea8154.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**Xcode Cloud. Source: [Apple](https://developer.apple.com/xcode-cloud/)**\n\n[SwiftUI](https://developer.apple.com/documentation/swiftui) is a user interface toolkit that provides views, controls, and layout structures for declaring your app's user interface. The SwiftUI framework provides event handlers for delivering taps, gestures, and other types of input to your application.\n\n[UIKit](https://developer.apple.com/documentation/uikit) is a framework provides the required infrastructure for your iOS or tvOS apps. It provides the window and view architecture for implementing your interface, the event handling infrastructure for delivering Multi-Touch and other types of input to your app, and the main run loop needed to manage interactions among the user, the system, and your app.\n\n[AppKit](https://developer.apple.com/documentation/appkit) is a graphical user interface toolkit that contains all the objects you need to implement the user interface for a macOS app such as windows, panels, buttons, menus, scrollers, and text fields, and it handles all the details for you as it efficiently draws on the screen, communicates with hardware devices and screen buffers, clears areas of the screen before drawing, and clips views.\n\n[ARKit](https://developer.apple.com/augmented-reality/arkit/) is a set of software development tools to enable developers to build augmented-reality apps for iOS developed by Apple. The latest version ARKit 3.5 takes advantage of the new LiDAR Scanner and depth sensing system on iPad Pro(2020) to support a new generation of AR apps that use Scene Geometry for enhanced scene understanding and object occlusion.\n\n[RealityKit](https://developer.apple.com/documentation/realitykit) is a framework to implement high-performance 3D simulation and rendering with information provided by the ARKit framework to seamlessly integrate virtual objects into the real world.\n\n[SceneKit](https://developer.apple.com/scenekit/) is a high-level 3D graphics framework that helps you create 3D animated scenes and effects in your iOS apps.\n\n[Mac Catalyst](https://developer.apple.com/mac-catalyst/) is a set of Apple APIs that developers can use to rapidly port their iOS apps to [Apple Silicon M1 Chip](https://www.apple.com/mac/m1/) and take full advantage of the new capabilities on the new Apple hardware.\n\n[Instruments](https://help.apple.com/instruments/mac/current/#/dev7b09c84f5) is a powerful and flexible performance-analysis and testing tool that’s part of the Xcode tool set. It’s designed to help you profile your iOS, watchOS, tvOS, and macOS apps, processes, and devices in order to better understand and optimize their behavior and performance.\n\n[TestFlight](https://developer.apple.com/testflight/) is a tool that makes it easy to invite users to test your apps and App Clips and collect valuable feedback before releasing your apps on the App Store. It allows you to invite up to 10,000 testers using just their email address or by sharing a public link.\n\n## Xcode Developer Platforms for Apps\n\n[macOS](https://www.apple.com/macos/monterey/) is an advanced desktop operating system (OS) for Apple's series of desktops and laptops.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/121821090-8d4a4380-cc4b-11eb-896a-74e1be0fb3c6.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**macOS Monterey. Source: [Apple](https://www.apple.com/macos/monterey/)**\n\n[iOS](https://www.apple.com/ios/ios-15/) is an advanced mobile operating system (OS) for Apple's series of iPhone products.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/121821096-976c4200-cc4b-11eb-9006-641b1c99a9e7.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**iOS 15. Source: [Apple](https://www.apple.com/ios/ios-15/)**\n\n[iPadOS](https://www.apple.com/ipados/ipados-15/) is an advanced mobile operating system (OS) for Apple's series of iPad products.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/121821093-93402480-cc4b-11eb-9a02-42e75c811c39.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**iPadOS 15. Source: [Apple](https://www.apple.com/ipados/ipados-15/)**\n\n[WatchOS](https://www.apple.com/watchos/watchos-8/) is an advanced mobile operating system (OS) for Apple's series of Watch products.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/121821100-9b985f80-cc4b-11eb-9c10-1e3aac33feda.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**WatchOS 8. Source: [Apple](https://www.apple.com/watchos/watchos-8/)**\n\n[tvOS](https://developer.apple.com/tvos/) is an advanced mobile operating system (OS) for Apple's series of TV products.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/141201806-71144a22-879d-474a-a7ef-45ace396584c.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\n**tvOS 15. Source: [Apple](https://developer.apple.com/tvos/)**\n\n# Game Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/97361059-45151700-185c-11eb-9d12-dae51c79eb8a.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/119279021-ea6b5000-bbdd-11eb-9f59-5251fc3ac751.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n## Game Development Tools\n\n[NVIDIA Reflex](https://developer.nvidia.com/reflex/get-started) is a new feature that was introduced with the RTX 30(3000) series GPUs that allows game developers to implement a low latency mode that aligns game engine work to complete just-in-time for rendering, eliminating the GPU render queue and reducing CPU back pressure in GPU-bound scenarios. In addition to latency reduction functions, the SDK also features measurement markers to calculate both Game and Render Latency that are great for debugging and visualizing in-game performance counter.\n\n[NVIDIA DLSS (Deep Learning Super Sampling)](https://developer.nvidia.com/dlss) is a temporal image upscaling AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX™ GPUs. DLSS uses the power of a deep learning neural network to boost frame rates and generate beautiful, sharp images for your games.\n\n[AMD FidelityFX Super Resolution (FSR)](https://www.amd.com/en/technologies/radeon-software-fidelityfx) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs. It uses a collection of cutting-edge Deep Learning algorithms with a particular emphasis on creating high-quality edges, giving large performance improvements compared to rendering at native resolution directly. FSR enables “practical performance” for costly render operations, such as hardware ray tracing for the AMD RDNA™ and AMD RDNA™ 2 architectures.\n\n[Intel Xe Super Sampling (XeSS)](https://www.youtube.com/watch?v=Y9hfpf-SqEg) is a temporal image upscaling AI rendering technology that increases graphics performance similar to NVIDIA's [DLSS (Deep Learning Super Sampling)](https://developer.nvidia.com/dlss). Intel's Arc GPU architecture (early 2022) will have GPUs that feature dedicated Xe-cores to run XeSS. The GPUs will have Xe Matrix eXtenstions matrix (XMX) engines for hardware-accelerated AI processing. XeSS will be able to run on devices without XMX, including integrated graphics, though, the performance of XeSS will be lower on non-Intel graphics cards because it will be powered by [DP4a instruction](https://www.intel.com/content/dam/www/public/us/en/documents/reference-guides/11th-gen-quick-reference-guide.pdf).\n\n[Unigine](https://unigine.com) is a cross-platform game engine designed for development teams (C++/C# programmers, 3D artists) working on interactive 3D apps.\n\n[Frostbite](https://www.ea.com/frostbite/engine) is a game engine developed by [DICE](https://www.dice.se/), designed for cross-platform use on Microsoft Windows and game consoles such as PlayStation 3 Xbox 360,  PlayStation 4, Xbox One, Nintendo Switch, PlayStation 5, and Xbox Series X/S.\n\n[Panda3D](https://www.panda3d.org/) is a game engine, a framework for 3D rendering and game development for Python and C++ programs, developed by Disney and CMU. Panda3D is open-source and free for any purpose, including commercial ventures.\n\n[Source 2](https://developer.valvesoftware.com/wiki/Source_2) is a 3D video game engine in development by Valve as a successor to Source. It is used in Dota 2, Artifact, Dota Underlords, parts of The Lab, SteamVR Home, and Half-Life: Alyx.\n\n[Havok](https://www.havok.com/) is a middleware software suite that provides a realistic physics engine component and related functions to video games. It is supported  and optimized across all major platforms, including Nintendo Switch, PlayStation®, Stadia, and Xbox. Along with integrations for Unity and Unreal Engine and are used in countless proprietary game engines.\n\n[AutoDesk 3ds Max](https://www.autodesk.com/products/3ds-max/overview) is a professional software program for 3D modeling, animation, rendering, and visualization. 3ds Max allows you to create stunning game environments, design visualizations, and virtual reality experiences.\n\n[Houdini](https://www.sidefx.com/) is a 3D procedural software for modeling, rigging, animation, VFX, look development, lighting and rendering in film, TV, advertising and video game pipelines.\n\n[A-Frame](https://aframe.io) is a web framework for building virtual reality experiences in WebVR with HTML and Entity-Component. A-Frame works on Vive, Rift, desktop, mobile platforms.\n\n[AppGameKit](https://www.appgamekit.com) is a powerful game development engine, ideal for Hobbyist and Indie developers. Where you can start coding in the easy to learn AppGameKit BASIC or use the libraries in C++ \u0026 XCode.\n\n[Amazon Lumberyard](https://aws.amazon.com/lumberyard/) is an open source, AAA game engine(based on CryEngine) that gives you the tools you need to create high quality games. Deeply integrated with AWS and Twitch, Amazon Lumberyard includes full source code, allowing you to customize your project at any level.\n\n[Blender](https://www.blender.org) is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.\n\n[CryEngine](https://www.cryengine.com) is a powerful real-time game development platform created by Crytek.\n\n[GameMaker Studio 2](https://www.yoyogames.com/gamemaker) is the latest and greatest incarnation of GameMaker. It has everything you need to take your idea from concept to finished game. With no barriers to entry and powerful functionality, GameMaker Studio 2 is the ultimate 2D development environment.\n\n[Godot](https://godotengine.org) is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.\n\n[Open Graphics Library(OpenGL)](https://www.opengl.org/) is an API used acrossed mulitple  programming languages and platforms for hardware-accelerated rendering of 2D/3D vector graphics currently developed by the [Khronos Group](https://www.khronos.org/).\n\n[Open Computing Language (OpenCL)](https://www.khronos.org/opencl/) is an open standard for [parallel programming](https://www.coursera.org/lecture/parprog1/introduction-to-parallel-computing-zNrIS) of heterogeneous platforms consisting of CPUs, GPUs, and other hardware accelerators found in supercomputers, cloud servers, personal computers, mobile devices and embedded platforms.\n\n[OpenGL Shading Language(GLSL)](https://www.khronos.org/opengl/wiki/Core_Language_(GLSL)) is a High Level Shading Language based on the C-style language, so it covers most of the features a user would expect with such a language.  Such as control structures (for-loops, if-else statements, etc) exist in GLSL, including the switch statement.\n\n[High Level Shading Language(HLSL)](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl) is the High Level Shading Language for DirectX. Using HLSL, the user can create C-like programmable shaders for the Direct3D pipeline. HLSL was first created with DirectX 9 to set up the programmable 3D pipeline.\n\n[DirectX 12 Ultimate](https://github.com/Microsoft/DirectX-Graphics-Samples) is an API(for high performance 2D \u0026 3D graphics) from Microsoft. DirectX 12 Ultimate brings support for ray tracing, mesh shaders, variable rate shading, and sampler feedback. Available in Windows 2004 version(May 2020 Update).\n\n[Vulkan](https://www.khronos.org/vulkan/) is a modern cross-platform graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Vulkan is currently in development by the Khronos consortium.\n\n[Metal](https://developer.apple.com/metal/) is a low-level GPU programming framework used for rendering 2D and 3D graphics on Apple platforms such as iOS, iPadOS, macOS, watchOS and tvOS.\n\n[MoltenVK](https://moltengl.com/moltenvk) is an implementation of Vulkan running on iOS and macOS using Apple's [Metal](https://developer.apple.com/metal/) graphics framework.\n\n[MoltenGL](https://moltengl.com) is an implementation of the OpenGL ES 2.0 API that runs on Apple's [Metal](https://developer.apple.com/metal/) graphics framework.\n\n[Mesa 3D Graphics Library](https://docs.mesa3d.org/index.html) is a project began as an open-source implementation of the OpenGL specification. A system for rendering interactive 3D graphics. Mesa ties into several other open-source projects: the [Direct Rendering Infrastructure](https://dri.freedesktop.org/), [X.org](https://x.org/), and [Wayland](https://wayland.freedesktop.org/) to provide OpenGL support on Linux, FreeBSD, and other operating systems.\n\n[OpenGL ES](https://www.khronos.org/opengles/) is the mobile subset of OpenGL. It's supported on all major mobile platforms, and is also the base for WebGL.\n\n[OpenCL](https://www.khronos.org/opencl/) is a framework for writing programs that execute across heterogeneous platforms consisting of CPUs, GPUs, DSPs, FPGAs and other processors or hardware accelerators.\n\n[EGL](https://www.khronos.org/egl/) is an interface between Khronos rendering APIs such as OpenGL or OpenVG and the underlying native platform window system.\n\n[VDPAU](https://www.freedesktop.org/wiki/Software/VDPAU/) is the Video Decode and Presentation API for UNIX. It provides an interface to video decode acceleration and presentation hardware present in modern GPUs.\n\n[VA API](https://freedesktop.org/wiki/Software/vaapi/) is an open-source library and API specification, which provides access to graphics hardware acceleration capabilities for video processing.\n\n[XvMC](https://en.wikipedia.org/wiki/X-Video_Motion_Compensation) is an extension of the X video extension (Xv) for the X Window System. The XvMC API allows video programs to offload portions of the video decoding process to the GPU hardware.\n\n[AMD Radeon ProRender](https://www.amd.com/en/technologies/radeon-prorender) is a powerful physically-based rendering engine that enables creative professionals to produce stunningly photorealistic images on virtually any GPU, any CPU, and any OS in over a dozen leading digital content creation and CAD applications.\n\n[NVIDIA Omniverse](https://developer.nvidia.com/nvidia-omniverse-platform) is a powerful, multi-GPU, real-time simulation and collaboration platform for 3D production pipelines based on Pixar's Universal Scene Description and NVIDIA RTX.\n\n[LibGDX](https://github.com/libgdx/libgdx) is a cross-platform Java game development framework based on OpenGL (ES) that works on Windows, Linux, Mac OS X, Android, your WebGL enabled browser and iOS.\n\n[cocos2d-x](https://github.com/cocos2d/cocos2d-x) is a multi-platform framework for building 2d games, interactive books, demos and other graphical applications. It is based on cocos2d-iphone, but instead of using Objective-C, it uses C++. It works on iOS, Android, macOS, Windows and Linux.\n\n[MonoGame](https://github.com/MonoGame/MonoGame) is a framework for creating powerful cross-platform games. The spiritual successor to XNA with thousands of titles shipped across desktop, mobile, and console platforms. MonoGame is a fully managed .NET open source game framework without any black boxes.\n\n[Three.js](https://threejs.org) is a cross-browser JavaScript library and application programming interface used to create and display animated 3D computer graphics in a web browser using WebGL.\n\n[Superpowers](http://superpowers-html5.com/) is a downloadable HTML5 app for real-time collaborative projects . You can use it solo like a regular offline game maker, or setup a password and let friends join in on your project through their Web browser.\n\n[URHO3D](https://urho3d.github.io/) is a free lightweight, cross-platform 2D and 3D game engine implemented in C++ and released under the MIT license. Greatly inspired by OGRE and Horde3D.\n\n[Vivox](https://www.vivox.com/) is a voice \u0026 text chat platform that's trusted by the world's biggest gaming brands and titles such as Fortnite, PUBG, League of Legends, and Rainbow Six Siege.\n\n[HGIG](https://www.hgig.org/) is a volunteer group of companies from the game and TV display industries that meet to specify and make available for the public guidelines to improve consumer gaming experiences in HDR.\n\n[GameBlocks](https://www.gameblocks.com/) is a Server Side Anti-Cheat \u0026 Middleware software.\n\n# Augmented Reality (AR) \u0026 Virtual Reality (VR)\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/130368380-37b7c0cd-ed71-4a52-8b16-4ac802e059d4.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n## Augmented Reality (AR) \u0026 Virtual Reality (VR) Learning Resources\n\n[Augmented Reality (AR)](https://en.wikipedia.org/wiki/Augmented_reality) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information.\n\n[Virtual Reality (VR)](https://en.wikipedia.org/wiki/Virtual_reality) is a simulated experience that can be similar to or completely different from the real world. The applications of virtual reality include entertainment (video games), education (medical or military training) and business (virtual meetings).\n\n[Mixed Reality (MR)](https://en.wikipedia.org/wiki/Mixed_reality) is the merging of real and virtual worlds to produce new environments and visualizations, where physical and digital objects co-exist and interact in real time.\n\n[Extended Reality (XR)](https://en.wikipedia.org/wiki/Extended_reality) is a concept referring to all real-and-virtual combined environments and human-machine interactions generated by computer technology and wearables. Including augmented reality (AR), mixed reality (MR) and virtual reality (VR).\n\n[Virtual Reality - Experiences and Devices](https://www.microsoft.com/en-us/mixed-reality/windows-mixed-reality)\n\n[Oculus | VR Headsets, Games \u0026 Equipment](https://www.oculus.com/)\n\n[Virtual Reality on Steam](https://store.steampowered.com/vr/)\n\n[Valve Index® VR Headset](https://store.steampowered.com/valveindex)\n\n[PlayStation VR](https://www.playstation.com/explore/playstation-vr/)\n\n[HTC Vive VR Headset](https://www.vive.com/us/)\n\n[Augmented Reality applications - Apple](https://www.apple.com/augmented-reality/)\n\n[Unity Learn Training Program](https://learn.unity.com)\n\n[Unity Manual: XR](https://docs.unity3d.com/Manual/XR.html)\n\n[Intro to XR: VR, AR, and MR Foundations - Unity Learn](https://learn.unity.com/course/introduction-to-xr-vr-ar-and-mr-foundations)\n\n[Unity XR: Build VR and AR Apps](https://unity3d.com/learn/unity-xr-apps)\n\n[Top Virtual Reality Courses Online | Udemy](https://www.udemy.com/topic/virtual-reality/)\n\n[Top Augmented Reality Courses Online | Udemy](https://www.udemy.com/topic/augmented-reality/)\n\n[Google AR \u0026 VR Online Courses | Coursera](https://www.coursera.org/googlearvr)\n\n[Top Augmented Reality Courses | Coursera](https://www.coursera.org/courses?query=augmented%20reality)\n\n[Learn Augmented Reality with Online Courses and Lessons | edX](https://www.edx.org/learn/augmented-reality)\n\n## Augmented Reality (AR) \u0026 Virtual Reality (VR) Tools and Frameworks\n\n[ARKit](https://developer.apple.com/augmented-reality/arkit/) is a set of software development tools to enable developers to build augmented-reality apps for iOS developed by Apple. The latest version ARKit 3.5 takes advantage of the new LiDAR Scanner and depth sensing system on iPad Pro(2020) to support a new generation of AR apps that use Scene Geometry for enhanced scene understanding and object occlusion.\n\n[RealityKit](https://developer.apple.com/documentation/realitykit) is a framework to implement high-performance 3D simulation and rendering with information provided by the ARKit framework to seamlessly integrate virtual objects into the real world.\n\n[SceneKit](https://developer.apple.com/scenekit/) is a high-level 3D graphics framework that helps you create 3D animated scenes and effects in your iOS apps.\n\n[GPUImage framework](https://github.com/BradLarson/GPUImage) is a BSD-licensed iOS library that lets you apply GPU-accelerated filters and other effects to images, live camera video, and movies. In comparison to Core Image (part of iOS 5.0), GPUImage allows you to write your own custom filters, supports deployment to iOS 4.0, and has a simpler interface. However, it currently lacks some of the more advanced features of Core Image, such as facial detection.\n\n[GPUImage3](https://github.com/BradLarson/GPUImage3) is the third generation of the [GPUImage framework](https://github.com/BradLarson/GPUImage), an open source project for performing GPU-accelerated image and video processing on Mac and iOS. The original GPUImage framework was written in Objective-C and targeted Mac and iOS, the second iteration rewritten in Swift using OpenGL to target Mac, iOS, and Linux, and now this third generation is redesigned to use [Apple's Metal](https://developer.apple.com/metal/) in place of OpenGL.\n\n[ARCore](https://developers.google.com/ar/) is a software development kit developed by Google that allows for augmented reality applications in the real world. These tools include environmental understanding, which allows devices to detect horizontal and vertical surfaces and planes. It also includes motion tracking, which lets phones understand and track their positions relative to the world. Also ARCore’s Light Estimation API lets your digital objects appear realistically as if they’re actually part of the physical world.\n\n[Adobe Aero](https://www.adobe.com/products/aero.html) is a powerful new [augmented reality (AR)](https://en.wikipedia.org/wiki/Augmented_reality) authoring tool that makes it easier for designers to create immersive content.\n\n[Vuforia](https://developer.vuforia.com/) is a comprehensive, scalable enterprise AR platform. Our wide-ranging solution suite ensures that we can provide the right AR technology to every customer based on their business needs.\n\n[Vuforia Studio](https://www.ptc.com/en/products/vuforia/vuforia-studio) is a tool that allows anyone to create beautiful 3D augmented reality (AR) experiences in a matter of minutes with no coding required.\n\n[OpenVX™](https://www.khronos.org/openvx/) is an open-source, royalty-free standard for cross platform acceleration of computer vision applications. OpenVX enables performance and power-optimized computer vision processing, especially important in embedded and real-time use cases such as face, body and gesture tracking, smart video surveillance, advanced driver assistance systems (ADAS), object and scene reconstruction, augmented reality, visual inspection, robotics and more.\n\n[NVIDIA Flex](https://github.com/NVIDIAGameWorks/FleX) is a particle-based simulation library designed for real-time applications.\n\n[ARToolKit](https://artoolkit.org) is a fast and modern open source tracking and recognition SDK which enables computers to see and understand more in the environment around them. It's built from the ground up using modern computer vision techniques.\n\n[ARmedia](https://www.inglobetechnologies.com/ar-media/) is a plugin tool that makes it easy to develop and create AR experiences without coding.\n\n[Kundan](https://www.kudan.io/) is a tool that provides proprietary Artificial Perception technologies based on SLAM to enable use cases with significant market potential and impact on our lives such as autonomous driving, robotics, AR/VR and smart cities.\n\n[OVR Toolkit](https://store.steampowered.com/app/1068820/OVR_Toolkit/) is a utility application designed to make viewing the desktop in VR simple and fast, it allows for viewing the desktop within VR, placing desktop windows around the world, mouse input, typing with a virtual keyboard, and quickly switching between windows.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/117720758-e843d300-b193-11eb-9796-bde15aebed71.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\nMicrosoft HoloLens Headset. Source: [Microsoft](https://www.microsoft.com/en-us/hololens/buy)\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/117720763-e9750000-b193-11eb-888a-e4bccd6c30eb.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\n\nPlayStation VR Headset. Source: [PlayStation](https://www.playstation.com/en-us/ps-vr/)\n\n[SteamVR](https://store.steampowered.com/steamvr) is the ultimate tool for experiencing VR content on the hardware of your choice. SteamVR supports the Valve Index, HTC Vive, Oculus Rift, Windows Mixed Reality headsets, and others.\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/110881514-543db400-8295-11eb-9543-fd5d385ddb05.png\"\u003e\n\u003cbr /\u003e\n\nSteamVR Home\n\u003c/p\u003e\n\n\u003cp align=\"center\"\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/45159366/117720776-ed088700-b193-11eb-8538-9831999b5104.png\"\u003e\n\u003cbr /\u003e\n\u003c/p\u003e\nValve Index VR Headset. Source: [Steam](https://store.steampowered.com/valveindex)\n\n\n[OpenVR](https://github.com/ValveSoftware/openvr) is an API and runtime that allows access to VR hardware(Steam Index, HTC Vive, and Oculus Rift) from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting.\n\n[OpenVR Benchmark on Steam](https://store.steampowered.com/app/955610/OpenVR_Benchmark/) is the first benchmark tool for reproducibly testing your real VR performance, rendering inside of your VR headset.\n\n[OpenHMD](http://www.openhmd.net/) is open source API and drivers that supports a wide range of HMD(head-mounted display) devices such as Oculus Rift, HTC Vive, Sony PSVR, and others.\n\n[openXR](https://www.khronos.org/OpenXR/) is a free, open standard that provides high-performance access to Augmented Reality (AR) and Virtual Reality (VR) collectively known as XR—platforms and devices.\n\n[Monado](https://monado.dev/) is the first OpenXR™ runtime for GNU/Linux. Monado aims to jump-start development of an open source XR ecosystem and provide the fundamental building blocks for device vendors to target the GNU/Linux platform.\n\n[Libsurvive](https://github.com/cntools/libsurvive) is a set of tools and libraries that enable 6 dof tracking on lighthouse and vive based systems that is completely open source and can run on any device. It currently supports both SteamVR 1.0 and SteamVR 2.0 generation of devices and should support any tracked object commercially available.\n\n[Simula](https://github.com/SimulaVR/Simula) is a VR window manager for Linux that runs on top of Godot. It takes less than 1 minute to install. Simula is officially compatible with SteamVR headsets equipped with Linux drivers (e.g. HTC Vive, HTC Vive Pro, \u0026 Valve Index). We have also added experimental support to OpenXR headsets that have Monado drivers (e.g. North Star, OSVR HDK, and PSVR). Some people have gotten the Oculus Rift S to run Simula via OpenHMD ([see here](https://github.com/OpenHMD/OpenHMD/issues/225#issuecomment-638454156)).\n\n# Vulkan Development\n[Back to the Top](https://github.com/mikeroyal/Unreal-Engine-Guide#table-of-contents)\n\n\u003cp align=\"center\"\u003e\n \u003cimg src=\"https://user-images.githubusercontent.com/45159366/129622224-8c4cca51-9200-4d70-9d16-2610d704713a.png\"\u003e\n  \u003cbr /\u003e\n\u003c/p\u003e\n\n## Vulkan Learning Resources\n\n[Vulkan®](https://www.khronos.org/vulkan/) is a modern cross-platform graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms. Vulkan is currently in development by the Khronos consortium.\n\n[Khronos Group GitHub](https://github.com/KhronosGroup)\n\n[Vulkan Documentation](https://github.com/KhronosGroup/Vulkan-Docs)\n\n[HLSL to SPIR-V Feature Mapping Manual](https://github.com/microsoft/DirectXShaderCompiler/blob/master/docs/SPIR-V.rst)\n\n[Vulkan GLSL Ray Tracing Emulator Tutorial](https://www.gsn-lib.org/docs/nodes/raytracing.php)\n\n[Getting Started with Vulkan](https://vulkan-tutorial.com/)\n\n[Vulkan Samples](https://github.com/KhronosGroup/Vulkan-Samples)\n\n[Khronos Community Forums](https://community.khronos.org/)\n\n## Vulkan Tools, Libraries, and Frameworks\n\n[Vulkan SDK](https://vulkan.lunarg.com) is a set of tools that enables Vulkan developers to develop Vulkan applications.\n\n[SPIR-V](https://www.khronos.org/spir/) is a set of tools that enables high-level language front-ends to emit programs in a standardized intermediate form to be ingested by Vulkan, OpenGL or OpenCL drivers. It eliminates the need for high-level language front-end compilers in device drivers, significantly reducing driver complexity, enables a broad range of language and framework front-ends to run on diverse hardware architectures and encourages a vibrant ecosystem of open source analysis, porting, debug and optimization tools.\n\n[SPIRV-Reflect](https://github.com/KhronosGroup/SPIRV-Reflect) is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.\n\n[Vulkan® Tools](https://github.com/KhronosGroup/Vulkan-Tools) is a project that provides Khronos official Vulkan Tools and Utilities for Windows, Linux, Android, and macOS.\n\n[Vulkan-Hpp](https://github.com/KhronosGroup/Vulkan-Hpp) is a API that provides a header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations.\n\n[Vulkan® Memory Allocator (VMA)](https://gpuopen.com/vulkan-memory-allocator/) is a  library that provides a simple and easy to integrate API to help you allocate memory for Vulkan® buffer and image storage.\n\n[AMD Open Source Driver for Vulkan®](https://gpuopen.com/amd-open-source-driver-for-vulkan/) is an open-source Vulkan driver for AMD Radeon™ graphics adapters on Linux®.\n\n[NVIDIA® Nsight™ Visual Studio Edition](https://developer.nvidia.com/nsight-visual-studio-edition) is an application development environment for heterogeneous platforms which brings GPU computing into Microsoft Visual Studio. NVIDIA Nsight™ VSE allows you to build and debug integrated GPU kernels and native CPU code as well as inspect the state of the GPU and memory.\n\n[Radeon™ GPU Profiler](https://gpuopen.com/rgp/) is a performance tool that can be used by developers to optimize DirectX®12, Vulkan® and OpenCL™ applications for AMD RDNA™ and GCN hardware.\n\n[Radeon™ GPU Analyzer](https://gpuopen.com/rga/) is a compiler and code analysis tool for Vulkan®, DirectX®, OpenGL® and OpenCL™.\n\n[Radeon™ Memory Visualizer (RMV)](https://gpuopen.com/rmv/) is a tool provided by AMD for use by game engine developers. It allows engineers to examine, diagnose, and understand the GPU memory management within their projects.\n\n[DXVK](https://github.com/doitsujin/dxvk) is a Vulkan-based translation layer for Direct3D 9/10/11 which allows running 3D applications on Linux using Wine.\n\n[MoltenVK](https://moltengl.com/moltenvk) is an implementation of Vulkan running on iOS and macOS using Apple's [Metal](https://developer.apple.com/metal/) graphics framework.\n\n[RenderDoc](https://renderdoc.org) is a stand-alone graphics debugger that allows quick and easy single-frame capture and detailed introspection of any application using Vulkan, D3D11, OpenGL \u0026 OpenGL ES or D3D12 across Windows, Linux, Android, Stadia, or Nintendo Switch™.\n\n[PerfDoc](https://github.com/ARM-software/perfdoc) is a cross-platform Vulkan layer which checks Vulkan applications for [best practices on Arm Mali](https://developer.arm.com/graphics/developer-guides/mali-gpu-best-practices) devices.\n\n[GLFW](https://www.glfw.org/) is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc. GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On Linux both X11 and Wayland are supported.\n\n[VulkanSharp](https://github.com/mono/VulkanSharp) is a project provides a .NET binding for the Vulkan API.\n\n[Vortice.Vulkan](https://github.com/amerkoleci/Vortice.Vulkan) is a .NET Standard 2.0 and .NET5 low-level bindings for Vulkan API.\n\n[VKD3D-Proton](https://github.com/HansKristian-Work/vkd3d-proton) is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.\n\n[ImGui](https://github.com/ocornut/imgui) is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).\n\n[Ash](https://github.com/MaikKlein/ash) is a very lightweight wrapper around Vulkan.\n\n[gfx-rs](https:/","projects_url":"https://awesome.ecosyste.ms/api/v1/lists/mikeroyal%2Funreal-engine-guide/projects"}