Game SDK
The X-Ray Game SDK is the editor/toolchain used for assets such as levels, spawns, particles, models, and other engine-native data.
XRF does not replace the SDK. The project adds source-controlled script/config/UI/translation workflows and helper tools around game data, while SDK-style tools remain useful for native X-Ray asset authoring.
When to Use the SDK
Use SDK tools when you need to work with data that is not represented well as text source:
- level editing;
- spawn and graph authoring;
- particle authoring;
- model or animation workflows;
- engine-native visual/editor data.
Use XRF source files and CLI tools when the change belongs to scripts, LTX/XML configs, UI XML, translations, or repeatable validation.
OpenXRay Reference
OpenXRay includes SDK-related work and documentation in its repository:
When SDK output is committed back to a project, keep generated binary output separate from hand-authored XRF sources.
Boundary with XRF
Treat SDK output as source only when the project intentionally owns that binary or editor-authored asset. Do not edit
target/ output by hand and do not treat packed game data as the source of truth.
For script/config changes, prefer XRF text sources and validation commands. For native asset changes, use the SDK or format-specific XRF tools, then document how the generated asset should be reproduced.
Common handoff pattern
- Author or inspect the native asset in the SDK or a format-specific tool.
- Export the asset into the project-owned resource location.
- Rebuild or repack with XRF CLI commands.
- Verify the resulting game data in game, especially for spawn, level, model, animation, and particle changes.