Krotox Engine › Docs › Krotox Manual › Getting Started

Sign-in, Project Hub & project setup

From launching the editor to an open project: signing in or working offline, the Project Hub's pages, one-time toolchain settings, creating a project and what goes in each folder.

This page follows the editor from launch to an open project. You only do most of it once.

1. Signing in

The editor opens on a sign-in screen. You have three choices:

OptionWhat happens
Log in / Sign upA sliding switch picks the mode. Log in takes your email and password. Sign up takes a username, an email and a password of at least 8 characters. Fields are checked before anything is sent, and the first invalid one turns red with a message underneath.
GoogleOpens Google's account picker in your default browser. The editor waits for the browser to come back (up to five minutes) and signs you in. While it waits, the button reads Cancel Google sign-in.
Continue offline*No internet? Continue offline* opens the editor with a local session and no cloud account. Everything that builds games works offline.

Saved sessions. After a successful sign-in the session is saved in your user profile (on Windows: %LOCALAPPDATA%\KrotoxEngine\Account\), never next to the editor. On the next launch the screen shows *Signing you in...* and goes straight to the hub. If the server cannot be reached, the saved session is kept and the editor opens anyway. If the account was disabled or the password changed, the session is cleared and the form opens with your email filled in.

Press Enter to move to the next field; from the password field it submits. The eye button shows or hides the password.

2. The Project Hub

After sign-in you land in the Project Hub. Its sidebar has four entries:

PageWhat it is for
ProjectsA searchable grid of recent projects: thumbnail, name, a PC or Android badge, when it was last opened, and a Missing badge if the folder has moved. Click a card to open it.
New ProjectName, location and target platform. Picking Android reveals the package name and orientation fields.
SettingsMachine-wide settings: the Android toolchain and your editor preferences. Editable with no project open.
Open Existing...A file dialog for any .ktxproj on disk.

At the bottom of the sidebar an account card shows who you are signed in as (or *Offline session*). Its Log out button returns to the sign-in screen.

3. One-time setup: the Android toolchain

On a new machine, open Settings in the hub *before* creating your first project and point the editor at your Android tools. You only do this once per computer.

The Android Toolchain card holds four paths: ADB, SDK, NDK and JDK. Each shows a status dot:

These paths are saved to EngineSettings.yaml next to the editor, not into your project. Teammates who clone your project keep their own paths, and you never commit machine-specific folders by accident.

The Editor Preferences card sets the theme (Dark, Light or Ocean), the editor font and auto-save. These are also machine-wide.

4. Creating a project

  1. Open New Project.
  2. Enter a name and choose a location. The project is created in a new folder named after it.
  3. Pick the target platform. For Android, set the package name (reverse-DNS, such as com.studio.mygame) and the orientation (Portrait, Landscape or Auto-Rotate).
  4. Create it. The editor scaffolds the folders below, writes a starter script and opens the project.

You can change the platform, package name and orientation later in File ▸ Build Settings.

5. What is in a project folder

MyGame/
├── MyGame.ktxproj        project file (YAML)
├── Assets/               everything the game uses
│   ├── Scenes/           .ktx scene files
│   ├── Scripts/          your C# (.cs) scripts
│   ├── Textures/         images and sprite sheets
│   ├── Animations/       animation clips and controllers
│   └── Prefabs/          .prefab files
├── Binaries/             compiled game assembly (MyGame.dll)
├── Cache/                generated data: shader cache, font atlases, auto-saves
└── Saved/                runtime data in the editor: PlayerPrefs, save slots
FolderCommit it?Notes
Assets/Yes, with every .meta fileThe .meta sidecars keep asset IDs stable.
MyGame.ktxprojYesIncludes a random ProjectID that stays the same through renames and moves.
Binaries/NoRebuilt from your scripts.
Cache/NoRegenerated automatically. Safe to delete; File ▸ Clear Project Cache does it for you.
Saved/NoYour local test saves.

6. Opening an existing project

Open Existing... (or a card in Projects) loads the .ktxproj, mounts the asset manager on the project's Assets/ folder, scans the .meta files and compiles your C# scripts. If a script fails to compile, the errors appear in the Console with the file and line.

An older project opened for the first time gets a ProjectID line added to its .ktxproj. Commit that change if the project is under version control.

Next steps