First steps: hierarchy to controls
Six steps with specific actions and expected results.
Follow one route to a running result, then consult references for a specific task. Each step uses concepts from the previous one.
| Step | Action | Check the result |
|---|---|---|
| 1. Entities, levels, and prefabs | Understand parents, children, and instances. | Explain why detachment does not delete an object. |
| 2. Create an instance | Load a prefab, check its root, and attach it. | Initial position is available during preparation; an unsuitable root is rejected. |
| 3. Prepare C# | Use the SDK and project matching the installed version. | Build without replacing API identifiers. |
| 4. First script | Attach the complete example and run the level. | An exported property affects rotation; speed accounts for time. |
| 5. Player input | Read Input Map actions. | Movement stops on release; diagonal motion does not increase speed. |
| 6. Signals | Connect an event and handler. | Handle the event once; reentry does not duplicate subscriptions. |
If no project exists, start with project creation. If it does not build, resolve the build error first: edited script text does not automatically execute over an old assembly.
Executed checks for the linked examples cover instantiation, preparation order, speed, input, and subscriptions. They do not replace physical input-device or editor mouse tests.
Next choose a working task: 2D character movement, 3D character movement, or UI and signals. There is no need to read every section sequentially just to increase the page count.
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