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10 changes: 5 additions & 5 deletions docs/pages/client/sdk/bevy.md
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Expand Up @@ -3,17 +3,17 @@ title: "Dojo Bevy SDK"
description: "Official Bevy engine integration for building Dojo-powered games with native Rust performance"
---

# dojo.bevy
# Dojo.Bevy

Bevy is a modern, data-driven game engine built in Rust that leverages the Entity Component System (ECS) architecture.
Known for its performance, modularity, and ergonomic API, Bevy enables developers to create everything from simple 2D games to complex 3D experiences with compile-time safety and zero-cost abstractions.

dojo.bevy is the official Bevy engine SDK for interacting with Dojo worlds, providing native Rust integration for building high-performance onchain games.
Dojo.Bevy is the official Bevy engine SDK for interacting with Dojo worlds, providing native Rust integration for building high-performance onchain games.
Built specifically for Bevy's ECS architecture, it seamlessly integrates with Bevy's component system while maintaining the performance and safety guarantees that Rust developers expect.

## Core Concepts

Before diving into building onchain games with Bevy, let's explore the essential components of the dojo.bevy architecture:
Before diving into building onchain games with Bevy, let's explore the essential components of the Dojo.Bevy architecture:

### `DojoPlugin`

Expand Down Expand Up @@ -54,7 +54,7 @@ fn connect_to_dojo(

### Event System

dojo.bevy leverages Bevy's event system for reactive blockchain interactions:
Dojo.Bevy leverages Bevy's event system for reactive blockchain interactions:

- **`DojoInitializedEvent`**: Emitted when connections to Torii and Starknet are established
- **`DojoEntityUpdated`**: Emitted when entity state changes are received from Torii
Expand Down Expand Up @@ -92,7 +92,7 @@ Before getting started, ensure you have:

### Installation

Add dojo.bevy to your `Cargo.toml`:
Add Dojo.Bevy to your `Cargo.toml`:

```toml
[dependencies]
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6 changes: 3 additions & 3 deletions docs/pages/client/sdk/c/c-bindings.mdx
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Expand Up @@ -5,7 +5,7 @@ description: "Native C API for building platform SDKs and high-performance integ

# C Bindings API

The **C Bindings API** provides direct access to dojo.c functionality through procedural C functions.
The **C Bindings API** provides direct access to **Dojo** functionality through procedural C functions.
This API is designed for building platform SDKs, native integrations, and applications requiring maximum performance or precise memory control.

## Getting Started
Expand Down Expand Up @@ -92,7 +92,7 @@ The essential functions most developers use:

### Client Management

Client functions connect your application to the Dojo world state via Torii (the indexer).
Client functions connect your application to the **Dojo** world state via **Torii** (the indexer).
Use these to fetch current game state, query historical data, and receive real-time updates as the world changes.
This is your **read** interface to the blockchain.

Expand Down Expand Up @@ -226,7 +226,7 @@ Use these to execute game actions and manage player permissions.

## Building Platform SDKs

dojo.c is designed to be the foundation for platform-specific SDKs:
**Dojo** is designed to be the foundation for platform-specific SDKs:

**Unity Integration:**

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22 changes: 11 additions & 11 deletions docs/pages/client/sdk/unity.md
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Expand Up @@ -3,13 +3,13 @@ title: "Dojo Unity SDK"
description: "Introduction to the official Unity SDK for building Dojo-powered games"
---

# dojo.unity
# Dojo.Unity

Unity is one of the world's most popular cross-platform game engines, powering millions of games across mobile, desktop, console, and web platforms.
With its intuitive visual editor, robust scripting capabilities in C#, and extensive asset ecosystem, Unity enables developers to create everything from simple 2D indies to complex 3D AAA titles.

dojo.unity is the official Unity Engine SDK for interacting with Dojo worlds to develop web and desktop 2D and 3D games.
Whether you're creating a tactical RPG, a real-time strategy game, or an immersive 3D world, dojo.unity provides the tools you need to bring your onchain game vision to life.
Dojo.Unity is the official Unity Engine SDK for interacting with Dojo worlds to develop web and desktop 2D and 3D games.
Whether you're creating a tactical RPG, a real-time strategy game, or an immersive 3D world, Dojo.Unity provides the tools you need to bring your onchain game vision to life.

## Core Concepts

Expand Down Expand Up @@ -58,21 +58,21 @@ You can learn more about Sozo's binding generation features [here](/toolchain/so

## Getting Started

To get started with the dojo.unity SDK, follow these steps:
To get started with the Dojo.Unity SDK, follow these steps:

::::steps

#### Prerequisites

Before getting started, ensure you have [Unity](https://unity.com/download) `>= 2022.3.15f1` installed.

#### Download dojo.unity
#### Download Dojo.Unity

Visit the [dojo.unity release page](https://github.com/dojoengine/dojo.unity/releases) and download the latest version of `dojo.unitypackage`.
Visit the [Dojo.Unity release page](https://github.com/dojoengine/dojo.unity/releases) and download the latest version of `dojo.unitypackage`.

#### Open or create a Unity project

Launch Unity and either create a new project or open an existing one where you intend to integrate dojo.unity
Launch Unity and either create a new project or open an existing one where you intend to integrate Dojo.Unity

#### Import `dojo.unitypackage`

Expand Down Expand Up @@ -436,21 +436,21 @@ The solution is to navigate to the `src` directory within your Dojo project and

## Example Project

This section provides a walkthrough for running the example from the dojo.unity repository using the `Dojo Starter` repository.
This section provides a walkthrough for running the example from the Dojo.Unity repository using the `Dojo Starter` repository.

[![dojo.unity demo](https://markdown-videos-api.jorgenkh.no/url?url=https%3A%2F%2Fyoutu.be%2F25ocgPsHs4w)](https://youtu.be/25ocgPsHs4w)
[![Dojo.Unity demo](https://markdown-videos-api.jorgenkh.no/url?url=https%3A%2F%2Fyoutu.be%2F25ocgPsHs4w)](https://youtu.be/25ocgPsHs4w)

:::steps

#### Prerequisites

Clone the [dojo.unity](https://github.com/dojoengine/dojo.unity) and [Dojo Starter](https://github.com/dojoengine/dojo-starter) repositories.
Clone the [Dojo.Unity](https://github.com/dojoengine/dojo.unity) and [Dojo Starter](https://github.com/dojoengine/dojo-starter) repositories.

#### Setting up Dojo Starter

Follow the steps outlined in the [Dojo Starter setup guide](/tutorials/dojo-starter) to deploy your Dojo project locally: 1) launch Katana, 2) build with Sozo, and 3) launch Torii.

#### Setting up dojo.unity
#### Setting up Dojo.Unity

1. Open the scene: In the `Project tab`, navigate to `Assets/Spawn And Move/Scenes/Sample scene`
2. Adjusting Scriptable Objects:
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20 changes: 10 additions & 10 deletions docs/pages/client/sdk/unrealengine.md
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Expand Up @@ -3,9 +3,9 @@ title: "Dojo Unreal Engine SDK"
description: "Introduction to the official Unreal Engine 5 SDK for building Dojo-powered games"
---

# dojo.unreal
# Dojo.Unreal

[dojo.unreal](https://github.com/dojoengine/dojo.unreal) is the official Unreal Engine 5 SDK for Dojo.
[Dojo.Unreal](https://github.com/dojoengine/dojo.unreal) is the official Unreal Engine 5 SDK for Dojo.
With this SDK, you can combine the power of Dojo and Unreal to develop mobile and desktop 2D and 3D games.

## Prerequisites
Expand All @@ -15,20 +15,20 @@ To install the Unreal Engine, [follow these instructions](https://www.unrealengi

## Getting Started

To get started with the dojo.unreal SDK, follow these steps:
To get started with the Dojo.Unreal SDK, follow these steps:

::::steps

#### Download dojo.unreal
#### Download Dojo.Unreal

Obtain the Dojo plugin by visiting [dojo.unreal](https://github.com/dojoengine/dojo.unreal).
Obtain the Dojo plugin by visiting [Dojo.Unreal](https://github.com/dojoengine/dojo.unreal).
Either clone the repository or download it as a ZIP file to access the plugin.

![unrealdl](/client/unreal/downloadzip.webp)

#### Set Up Your Unreal Project

Launch Unreal Engine 5 and create a new project or open an existing one where you will implement dojo.unreal.
Launch Unreal Engine 5 and create a new project or open an existing one where you will implement Dojo.Unreal.

![unrealcreate](/client/unreal/create_new_cpp_project.webp)

Expand All @@ -39,7 +39,7 @@ Launch Unreal Engine 5 and create a new project or open an existing one where yo

2. Create a Plugins directory if one does not exist

3. Copy the Plugins/Dojo directory from dojo.unreal into your project's Plugins folder
3. Copy the Plugins/Dojo directory from Dojo.Unreal into your project's Plugins folder

4. Verify the plugin version in `Plugins/Dojo/Source/Dojo/Dojo.Build.cs`.
For version updates or platform-specific deployments, refer to [Update the plugin](#update-the-plugin) or [Add a new platform](#add-a-new-platform) respectively.
Expand Down Expand Up @@ -209,7 +209,7 @@ The format for each function is `<PREFIX><NAMESPACE><CONTRACT><SELECTOR>` with a

## Updating the Plugin

The dojo.unreal plugin is built on [dojo.c](/client/sdk/c), the foundational C library that powers all Dojo SDKs.
The Dojo.Unreal plugin is built on [dojo.c](/client/sdk/c), the foundational C library that powers all Dojo SDKs.
To update the plugin to a new version:

1. Build the `dojo.c` library for your platform
Expand Down Expand Up @@ -254,7 +254,7 @@ To add support for a new platform:

## Sample Project

The dojo.unreal repository contains `ue5dojostarter`, a complete sample project that demonstrates how Dojo can be integrated with Unreal Engine.
The Dojo.Unreal repository contains `ue5dojostarter`, a complete sample project that demonstrates how Dojo can be integrated with Unreal Engine.
This sample is built on top of the Unreal Engine 5 First Person template and showcases:

- **Complete Dojo Integration**: Working examples of connecting to Torii, subscribing to model updates, and calling system functions
Expand All @@ -268,7 +268,7 @@ The sample project works with the [Dojo Starter](https://github.com/dojoengine/d
To run the sample project locally:

1. Set up and deploy the Dojo Starter contracts following the [getting started guide](/getting-started)
2. Clone the dojo.unreal repository
2. Clone the Dojo.Unreal repository
3. Follow the detailed setup instructions in the [repository README](https://github.com/dojoengine/dojo.unreal)
4. Configure the game with your deployed contract addresses and RPC endpoints

Expand Down
2 changes: 1 addition & 1 deletion docs/pages/framework/upgrading/dojo-1-7.md
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Expand Up @@ -361,7 +361,7 @@ fn test_world_test_set() {
### Using Starknet Foundry

Now that Starknet Foundry is supported for Dojo contracts, you can opt to use it instead of `dojo-cairo-test` for testing.
YOu can use the whole Starknet Foundry test suite and cheatcodes.
You can use the whole Starknet Foundry test suite and cheatcodes.

Update your `Scarb.toml` to add the `dojo_snf_test` dependency:

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3 changes: 2 additions & 1 deletion docs/pages/getting-started/next-steps.mdx
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@@ -1,6 +1,7 @@
# Next Steps

Congratulations! You've completed the getting started path and now have a solid foundation in Dojo development.
Congratulations!
You've completed the getting started path and now have a solid foundation in Dojo development.
Here's your roadmap to becoming a proficient Dojo developer and building production-ready applications.

## What You've Accomplished
Expand Down
2 changes: 1 addition & 1 deletion docs/pages/overview.mdx
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Expand Up @@ -63,7 +63,7 @@ Cartridge offers Slot, a managed-service execution layer that lets you easily de

## Autonomous Worlds

Dojo is purpose-built for Autonomous Worlds — persistent, permissionless onchain environments governed entirely by their own rules.
Dojo is purpose-built for autonomous worlds — persistent, permissionless onchain environments governed entirely by their own rules.
Every model, system, and event lives on the blockchain, enabling players and builders to interact with a world that no single party controls.

[Learn more about Autonomous Worlds](/theory/autonomous-worlds)
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2 changes: 2 additions & 0 deletions docs/pages/toolchain/katana/development.md
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@@ -1,3 +1,5 @@
## File to edit: toolchain/katana/development.md

---
title: Katana Development Features
description: Guide to Katana's development features including block production modes, storage options, network forking, and RPC interfaces for local development.
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2 changes: 1 addition & 1 deletion docs/pages/toolchain/sozo/index.md
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Expand Up @@ -3,7 +3,7 @@ title: Sozo Overview
description: The comprehensive command-line interface for Dojo world development, providing project management, deployment, and world interaction capabilities.
---

![sozo](/toolchain/sozo-icon-word.png)
![Sozo](/toolchain/sozo-icon-word.png)

# Sozo

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2 changes: 1 addition & 1 deletion docs/pages/toolchain/torii/configuration.md
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Expand Up @@ -59,7 +59,7 @@ db_dir = "torii.db" # Persistent database (omit for in-memory)
```

:::info
AS of Torii 1.6.0, the World address is no longer required, and Torii will sync events from all contracts passed to `--indexing.contracts`.
As of Torii 1.6.0, the World address is no longer required, and Torii will sync events from all contracts passed to `--indexing.contracts`.
Under the hood, a value passed to `world` is simply appended to the `contracts` array.
:::

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2 changes: 1 addition & 1 deletion docs/pages/toolchain/torii/grpc.md
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Expand Up @@ -12,7 +12,7 @@ It is designed for applications requiring low latency and efficient data fetchin

**Endpoint**: `http://localhost:8080` (gRPC protocol)

**Protocol Type Definitions**: [torii/proto/types](https://github.com/dojoengine/torii/blob/main/crates/proto/proto/types.proto)
**Protocol Type Definitions**: [Torii/proto/types](https://github.com/dojoengine/torii/blob/main/crates/proto/proto/types.proto)

**Client Libraries**:

Expand Down