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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.

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 ​

#TutorialYou will learn to…Status
1Make Your First GameBuild, play, and export a tiny playable sceneReady
2First-Person ControllerWrite a WASD + mouse-look controller with capsule collisionReady
3Third-Person ControllerDrive an animated avatar with root motion, a state graph, and a spring-arm cameraReady
4Import a Unity SceneBring a .unitypackage in and open one of its scenesReady
5Author a Custom MaterialWrite a hook-based WGSL material and assign itReady
6Ship to a URLExport a hosting folder and put your game on the webReady
7How the Fluid Tank WorksTake apart the store's GPU fluid: render textures, simulation steps, stirring, and adding walls of your ownReady
8How the Racing Kit WorksTake apart the store's cars: suspension and tyres, the AI's racing line, the race, and the engine soundReady

The Third-person character template open in the editor: the kind of scene the tutorials build towards.

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 ​

Awaken: browser-native WebGPU game engine.