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CASE STUDY
A first runnable scene in Unity
Unity tutorial preparation · DIGF-3013 · Winter 2026
My role
Teaching Assistant · Tutorial preparation and exercise planning
Start with a scene that runs
I prepared the exercise sequence and studio prompts for a first Unity scene. A provided player let me focus the walkthrough on finding objects, applying a texture and checking movement in Play Mode.
I kept extra interactions optional so the basic scene remained a clear stopping point, with a few small changes available for learners ready to continue.
Course: DIGF-3013, Winter 2026
Materials: 37-page tutorial and 13 instructional GIFs
Course credits: Professor: E. Westecott · TA: Y. YI
Player controller: Provided teaching asset
What this case covers
Teaching checkpoint: place the provided player, enter Play Mode and check movement and jumping. The preparation notes pair an input-setting check with restarting and retesting before adding optional interactions.
Assemble a runnable scene
I used the same scene to introduce navigation, materials and prefabs. That kept the exercise tied to a visible result: a textured space with a player to control.


First view


Second view
I placed moving around the Scene view and using focus before the construction steps. My preparation outline then calls for a small blockout made from a Plane and Cubes, using placement, scale and duplication.
The material step follows the example texture image from import to a Material applied to the scene geometry. This connects the source image to something visible in the scene.
The player step uses the provided DudeController.unitypackage, which contains Dude.prefab and DudeController.cs. I focused the walkthrough on recognising those assets, placing the prefab and checking it in the scene.
Verify the baseline
Operation: place the provided player prefab in the textured scene, enter Play Mode and test movement and jumping. Expected observation: the capsule responds and moves through the scene, as shown in the original tutorial GIF. Placing a prefab alone is not the checkpoint; a visible response to input is.
If input does not respond in this supplied setup, the preparation notes direct the learner to change the input setting to Both, restart Unity, then return to Play Mode and test movement again. This is a setup-specific restart-and-retest path, not a claim that every movement fault has the same cause. The basic stopping point is a running scene with a controllable provided player; build export is a later step.

Original DIGF-3013 tutorial GIF: the provided capsule moves and jumps in Play Mode. The still is at 8.62 s; use the page’s tutorial-GIF button to inspect the original motion. This is teaching material, not a recorded student outcome.

First view


Second view
I treated placing the prefab and getting a response in Play Mode as separate steps. The checkpoint asks for a visible response to input before introducing another feature.
For the supplied setup, my notes include this input check:
Change the input setting to Both.
Restart Unity.
Return to Play Mode and test movement again.
I kept this stage focused on running the scene in the editor, with build export reserved for a later step in the preparation plan.
Define one next change
The studio prompt keeps the basic goal explicit: follow the GIFs and get the scene running. After the movement check, a learner can choose one small extension from the existing preparation notes: change movement speed or camera position, add a second trigger with a different visual effect, or make the trigger follow the player.
These are optional extensions rather than requirements for the first runnable scene. They reuse the scene and player already introduced, keeping the next change small. This case documents tutorial preparation and exercise planning; it does not claim measured learning gains or independent completion by students.


First view


Second view
The first trigger activity is marked optional but recommended in my outline. It uses a trigger area, a Collider and a small visual response.
I kept the studio instructions short:
For this studio time, the main goal is to follow the GIFs and get the basic scene running.
The follow-up prompts offer separate choices:
Add a second trigger with a different visual effect.
Make the trigger follow the player.
Change the movement speed or camera position.