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
- Build a playable level shell: Scene Authoring Basics
- Create and configure objects: Game Objects and Components
- Draw visuals and environment maps: Textures and Tile Maps
- Reuse objects across levels: Prefabs and Reuse
How These Pieces Fit Together
- A scene defines the level size, maps, and object hierarchy.
- Game objects define what exists in the level.
- Textures and tile maps define what the player sees.
- Prefabs define reusable object templates for scene placement and runtime spawning.
Example End-to-End Feature Flow
For a new enemy type:
- create enemy texture in
Textures/ - create enemy prefab in
Prefabs/ - attach behavior and tuned values in prefab data
- place one instance in the scene for validation
- save scene with
Ctrl+S - run
sendama playand 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.