| What the project already is; reading the fingerprint | reference/perspective-fingerprint.md
|
| Platformer, exploration platformer with gated rooms, auto-runner | reference/genre-2d-side.md
|
| Action-adventure from above, twin-stick shooter, RPG from above | reference/genre-2d-topdown.md
|
| Tactics, tile puzzle, isometric or hexagonal boards | reference/genre-2d-grid.md
|
| Scrolling shooter, point-and-click adventure, single-screen casual | reference/genre-2d-fixed-screen.md
|
| Third-person, first-person, fixed or overhead camera in 3D, lane runner | |
| Racket and bat games: the clip library bounds the simulation, contact decided by the sim, timing invariants, balance grid | reference/genre-timing-sports.md
|
| A simulation on its own thread: absolute clock, triple-buffered snapshot, render tick, JIT warmup, sim-lag smoke gate, rules tests with no Editor | reference/sim-host-and-clock.md
|
| Jump height, gap, step, door and corridor sizes; "can the runner make this" | reference/level-metrics.md
|
| What to build first; when a stage is finished | reference/pipeline-stages.md
|
| Actions, a struct gameplay reads, touch, rebinding, pointer aim | |
| Follow, confiner, look-ahead, jitter, shake, Cinemachine names per major | |
| Animator parameters, blend trees, sprite state graphs, events, IK, root motion | |
| 2D character: platformer motor, motor seen from above, cell step, the Animator bridge | |
| 2D bodies, casts, tilemap colliders, one-way platforms, the 2D layer matrix | |
| 2D draw order, sorting by Y, 2D lights and shadows, parallax | |
| 2D levels as data: layer stacks, runtime tiles, rooms, chunks, LDtk and Tiled | |
| Cell coordinates, range, pathfinding, line of sight, occupancy, turns | |
| Bones and weights on a sprite, PSB rigs, Sprite Library | |
| 3D character: who owns the transform, third-person, first-person, overhead and lane controllers, the Animator bridge | |
| 3D levels: greybox to metrics, modular kits, prefabs, collision proxies, terrain, splines | |
| 3D light modes, bakes, probes, shadows, environment, the mobile subset | |
| Switches, gates, pickups, the use prompt, point-and-click hotspots | |
| Damage events, hit and hurt boxes, attack windows, invincibility, projectiles | |
| The sentry: perception, patrol and chase, pathing in 2D, waves, enemy turns on a board | |
| The Boot scene, additive loading, pause, the save file, checkpoints, pools | |
| Feedback per event: hit stop, flash and squash, particles, trails, sound events, rumble | |
| LOD, occlusion, batching, culling distances, texture streaming | |
| Situations, journeys, timelines; a feel report with no number in it | |
| The brief, its perspective and movement block, simulation/presentation split | |
| Project creation, which packages, version pinning | |
| Tile Palettes, rule tiles, grid layouts | |
| Slicing sheets, pivots, clips from frames | |
| Pixel art that shimmers or blurs | |
| A collision or trigger that does not fire, in 3D · in 2D | · |
| NavMesh baking, agents, click-to-move | |
| A rigged, animated character from source art, stage by stage · its Unity import | · |
| HUD and menus · frame time and counters | · |
| URP renderer, post-processing, the look of the frame | |
| Music, sound import settings, mixers | |
| Packing sprites into atlases, draw calls from sprites | |
| Trusting a test run, reading logs, screenshots | |