reckfellENGINE

Running, restarting and troubleshooting the 2D game

Expected game states, causes of common failures and the limits of this prototype.

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Run the whole project

Save documents and code, then build C# without errors. Assign Levels/Arena.rscene as main and use F5 or the menu beside Play → Run Project (Main Scene). The main Play button and F6 run the open document: on Player.rprefab that is only the player, without button, score or hazards.

ActionResult
Open the main levelScore 0, start button visible; player movement is disabled
Press the buttonControls activate, button hides, circles spawn every 0.75 game seconds
Move diagonallySpeed does not exceed movement along one axis
Survive another secondScore increases by 1
Touch a circleRound stops; no new circles or points appear
Press RestartScore 0, player at (320, 300), old circles removed by the end of the frame
Repeat defeat and startEach button and timer still produces one action

Find the failure

ProblemCheck
Project rejected as Unsupported project / schema errorMatch the archive to the engine build it was published for. Do not manually change project_schema: this is not a gameplay-code fix
SDK / package missingComplete distribution, dotnet and NuGet beside the editor, separate terminal environment
C# build failsAll four complete classes, file names matching classes, old script replaced in full
Player or circle missingScript with _Draw() attached, successful build, object visible and inside window
Player will not moveRound started, game window focused, all four actions bound
No circles spawnF5 runs Arena, SpawnTimer exists, Prefabs/Enemy.rprefab has a DodgeEnemy root
Overlap does not end the roundPlayer layer 1, hazard mask 1 and Monitoring, both enabled shapes
Two points per tick or two start requestsNo duplicate editor or script signal connections
Immediate defeat after restartOld hazards ignored after QueueFree(); IsQueuedForDeletion() check retained
UI empty or too smallRoot/... paths, visibility, control dimensions and launched document

Use Debug → Visible Collision Shapes to compare physics with graphics. Do not change layers at random; each object has a known role and mask.

Change the mechanics

Set player Speed in the inspector. Change SpawnTimer.WaitTime for spawn frequency, or the source Enemy.rprefab's Velocity for falling speed. Saved inspector values can override C# initial values.

Changing arena dimensions requires updating player bounds, spawn range, cleanup threshold and UI layout together. Before export, check main level and templates. To persist a high score, use an explicit user:// format; the current Score lives only in memory.

The prototype covers one local round. Physics and code checks do not replace target-device execution, visual UI inspection or real input-device testing. Download the same project files.

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