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Setup
The Armory engine is distributed as a Blender add-on:
- Download Blender 2.93 LTS (earlier versions are not supported).
- Download and unpack the Armory SDK.
- In Blender, select
Edit > Preferences...
and navigate to theAdd-ons
tab. - Click the
Install...
button. - Select the
armory.py
file located in the extractedArmorySDK
folder. - Enable the Armory add-on in Blender: Simply click the checkbox next to
Render: Armory
from withinPreferences: Add-ons
.
Armory comes with a version of Haxe and Kha, so you don't need to install those components separately.
To verify that Armory was installed correctly (click to expand)
- Click on the small arrow that's on the left next to the now enabled checkbox in order to open the Armory settings page.
- Check whether the `SDK Path` field contains the path to the Armory SDK folder (the SDK folder is the one that contains all the sub-folders: `armory`, `iron`, `Kha`, `Krom`, etc).
- In case the `SDK Path` is blank: fill in the `SDK Path` field by clicking on the folder icon, then navigate to the location you have stored the Armory SDK folder and click on `Accept`.
- Save your .blend file and hit the `Play` (F5) button, located in the `Properties > Render > Armory Player` panel to test whether the installation was successful.
- If you don't see any user interface for Armory in Blender, check the console for error messages.
If you experience issues installing or using Armory, please look at Wiki: Troubleshooting first. You can also open an issue in the issue tracker on GitHub.
Continue to the Playground tutorial to learn more. There is also a list of tutorials made by the community.
You can choose with which code editor Armory should open scripts.
- In Blender, select
Edit - Preferences...
and navigate to theAdd-ons
tab. - Locate the Armory add-on.
- Activate
Show Advanced
- Under
Code Editor
you can select the editor you want to use.
Armory tries to automatically select the correct editor. This works as follows:
If an environment variable VISUAL
is set, the editor is selected from the path specified there. If VISUAL
does not exist, the environment variable EDITOR
, which is actually intended for console-based editors, is used instead.
If both variables do not exist, the operating system tries to choose the correct editor itself.
- Download and install Visual Studio Code and the Kha Extension pack or Kode Studio.
- Open Armory addon's settings on the Blender Settings.
- Toggle
Show Advanced
if it's disabled. - Select the
VS Code | Kode Studio
option in theCode Editor
dropdown. - Point
Code Editor Executable
to the executable file of your installed copy:- For Windows, it may be in one of the following directories, depending of the version you have installed:
C:\Program Files (x86)\Microsoft VS Code\
C:\Program Files\Microsoft VS Code\
C:\Users\{UserName}\AppData\Local\Programs\Microsoft VS Code\
- For Linux, by default it's installed in
/usr/bin/code
orsnap/bin/code
if you are using snap. You can check the install dir by runningwhich code
orwhereis code
on the terminal.
- For Windows, it may be in one of the following directories, depending of the version you have installed:
- Finally, to make sure the Kha Extension Pack uses the correct versions of Haxe, Kha and Krom:
- Open the command palette by pressing F1.
- Then type
Preferences: Open Settings (JSON)
and click on the option with that label. - Paste the following three lines at the end of the now opened
settings.json
file inside the brackets (make sure to modify the paths below so that they correctly point to the respective subfolders in your SDK!):Save the file after adding and modifiying these lines and you're good to go!"haxe.executable": "ArmorySDK/Kha/Tools/haxe/haxe-linux64", "kha.khaPath": "ArmorySDK/Kha", "krom.kromPath": "ArmorySDK/Krom"
- Download Sublime Text + (optional) Haxe Bundle from Sublime's PackageControl
- In the Armory preferences, point
Code Editor Executable
to the executable file of your installed copy like it is explained in the section for VSCode above. - Then, for each project a basic [project_name].sublime-project file gets created upon export if it doesn't exist yet.
- Point
Code Editor Executable
to the executable file of your custom editor.