Lucky Engine¶
Lucky Engine is a robotics simulation engine — physics-driven scenes, real-time rendering, an editor, C# scripting, and a gRPC server with a Python SDK for driving simulations programmatically.
These docs are organized by engine system. Each section below is self-contained; use
the version selector in the header to switch between engine releases (e.g. 2026.1 ↔
2026.2).
Get Started with a Tutorial¶
See more example projects and tutorials.
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Release highlights for Lucky Engine 2026.1, the first public release.
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Install Lucky Engine, sign in, run the Welcome scene, and create a first project.
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The panels and windows: the viewport, Scene Hierarchy, Content Browser, the robotics and recording panels, the menus, and the Simple and Advanced layouts.
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Write C# to drive behavior in your scenes — move entities, respond to input and collisions, query physics, control robots, and define reinforcement-learning tasks. Includes a getting-started path, task-focused guides, and the full API reference generated from engine source.
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The engine's gRPC server: drive simulations from any language. Step the agent loop, read and write MuJoCo state, control policies, and negotiate RL tasks. Includes a Python helper.
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The fixed-timestep orchestrator. Up to eight runners on one shared timeline, five execution phases per simulation step, interleaved shared steps across runners, and the frame budget that ties it all to the UI clock.
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The three camera modes (fly, orbit, default), the keyboard shortcuts for switching transform gizmos, and the conflicts between movement and tool keys.
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SI units throughout: metres, seconds, kilograms, Newtons. Radians in the script API, degrees in the Inspector. Where each quantity shows up and how to label fields.
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The Content Browser, the project's Assets folder and registry, importing source files, creating engine-native assets, saving, and dragging assets into a scene.
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What ships with the engine, what's in the Content Vault, the shape of a robot pack, and how to bring in your own MJCF or a MuJoCo Menagerie model.
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Ready-to-run scenes from the Content Vault: the Welcome pick-and-place, the Cup Cleaner humanoid, and Piper pattern stacking.
More sections coming¶
Scripting is the first system documented here. Other engine systems — rendering, the editor, and the simulation/physics runtime — will land as their own sections alongside it.
Where the content lives
The scripting API reference is generated directly from the engine's C# source
(Hazel-ScriptCore), so signatures never drift from the code. Guides and section
overviews are hand-written under each system's folder in docs/.