Tutorials
Guided, end-to-end projects that take you from an empty scene to a shipped game, building on the concepts in the rest of the manual.
The reference sections - Editor, Scenes, Render, Physics, Scripting, and Shipping - explain what each system is. The tutorials here explain how to put them together into a finished thing. Each one is a self-contained project: it names the exact menus, gizmos, and API calls you touch, and it links back to the manual page whenever a step deserves a deeper look.
You do not need to read them in order, but they are arranged so that each assumes the skills of the one before it. If you are brand new, start with the Five-Minute Tour for orientation, then work down this list.
Recommended order
Everything branches from Make Your First Game - it teaches the create/edit/Play/export loop that every other tutorial assumes. After that, follow whichever branch matches what you want to do: gameplay (the controller), bringing in existing art (Unity import → custom material), or publishing (ship to a URL).
The tutorials
| # | Tutorial | You will learn to… | Status |
|---|---|---|---|
| 1 | Make Your First Game | Build, play, and export a tiny playable scene | Coming soon |
| 2 | First-Person Controller | Write a WASD + mouse-look controller with capsule collision | Coming soon |
| 3 | Third-Person Controller | Drive an animated avatar with root motion, a state graph, and a spring-arm camera | Coming soon |
| 4 | Import a Unity Scene | Bring a .unitypackage in and open one of its scenes | Coming soon |
| 5 | Author a Custom Material | Write a hook-based WGSL material and assign it | Coming soon |
| 6 | Ship to a URL | Export a hosting folder and put your game on the web | Coming soon |
Coming soon
The tutorials in this section are being written. Each page below already carries its full step outline so you can follow the shape of the project today; the prose, screenshots, and finished sample scenes land as they are completed.
How a tutorial is structured
Every tutorial follows the same rhythm, so you always know where you are:
- What you will build - a one-paragraph description of the finished result.
- Before you start - the manual pages and any imports you need in place.
- Steps - numbered, each naming the exact UI action or API call, with a cross-link to the reference page that explains it in depth.
- Where to go next - the tutorial or reference page that builds on what you just did.
Because Awaken is edit == play == ship - the Play mode in the editor runs the same @awaken/runtime your exported game runs - anything you build while following a tutorial is already a real, shippable game. There is no separate "make it work in the build" step.
See also
- Five-Minute Tour - the fastest hands-on orientation before the tutorials
- Core Concepts - the vocabulary the tutorials assume
- Editor Manual - every panel, gizmo, and menu the steps refer to
- Building & Shipping - where the export steps are documented in full