Manual

Scenes, Prefabs, and Assets

This page is a workflow map that connects the focused guides.

If you want one topic at a time, use the linked pages below.

Choose Your Task

How These Pieces Fit Together

  1. A scene defines the level size, maps, and object hierarchy.
  2. Game objects define what exists in the level.
  3. Textures and tile maps define what the player sees.
  4. Prefabs define reusable object templates for scene placement and runtime spawning.

Example End-to-End Feature Flow

For a new enemy type:

  1. create enemy texture in Textures/
  2. create enemy prefab in Prefabs/
  3. attach behavior and tuned values in prefab data
  4. place one instance in the scene for validation
  5. save scene with Ctrl+S
  6. run sendama play and iterate

Save Rules Reminder

  • scene and hierarchy edits require Ctrl+S
  • prefab and asset file edits are written immediately
  • after renaming assets, save affected scenes to persist updated paths

Next Step

When content setup is working, move to script behavior with Scripting Basics.