reckfellENGINE

Verifying the 3D game and diagnosing failures

The expected round cycle, layer and camera failures, mechanic settings and export preparation.

On this page

Complete round cycle

ActionExpected result
F5 with Arena as the main levelArena, character, score 0 and start button
StartControls activate, button hides, SpawnTimer starts
WASD / arrowsX/Z movement without faster diagonals
Space from the floorJump; another airborne press adds no velocity
Land on a cube from aboveOne point, cube removed and player bounced
Touch a cube from the side on the floorRound stops and final score stays visible
RestartScore 0, player (0, 0.9, 0), old cubes removed
Several repeated roundsStill one point per hazard and one response per button press

Find the cause

SymptomCheck
Blank screenMain Levels/Arena.rscene, active Camera3D, meshes and lights
Old Main launchesMain Scene under Project Settings → Application → Run; F5 runs that assigned document
Project rejected as Unsupported project / schema errorMatch the archive to the engine build it was published for; do not manually change project_schema
Missing class or SDKAll five files, matching file/class names, successful .NET 10 / SDK 1.0.0 build
Player falls throughBoth shapes, floor layer 1, player mask 5, resource dimensions instead of body scaling
No hazardsActive round, timer, Prefabs/Mob.rprefab path and SquashMob root
Jump works but stomps do notIncoming fall before MoveAndSlide, contact normal, hazard type and numeric body layer 4
No side hitMonitoring, area mask 4 and physics-step overlap-list updates
Two points per cubeFlag before the signal in TrySquash and no duplicate subscription
Immediate defeat on restartIgnoring queued objects and clearing old instances
Animation resizes physicsVisual kept separate from body and shape

With a standalone prefab open, Play/F6 tests it separately. For the whole game choose Run Project (Main Scene) beside Play or use F5 with Levels/Arena.rscene assigned as main.

Change parameters

The player exposes Speed, Gravity, JumpSpeed and BounceSpeed. Change hazard speed in its source prefab and spawn frequency in SpawnTimer.WaitTime. Saved inspector values can override C# defaults.

When resizing the arena, update floor mesh/shape, player X/Z bounds, spawn range, cleanup threshold and camera framing together. Test on the actual target device. Headless code and physics checks do not establish lighting, rendered output or real-device input behavior.

See export setup, persistent user:// high scores or level transitions. Download all prototype files.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
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