Game Development

Unity Tutorial: First Project, Scenes, and Player Movement

Set up a new Unity project, place your first scene objects, and wire up basic player movement in the editor. Learn how scenes, prefabs, the inspector, and the input system fit together in a beginner workflow.

6 min read
Unity editor in Play mode showing a forest scene in the Game view, with the Hierarchy, Project, and Inspector panels open on the right.
Unity editor is in Play mode with the Game view showing a bright forest environment and the scene panels visible on the right. — footage: Unity

Create a Unity project, open a scene, add a player GameObject or a Starter Assets controller, then test movement in Play mode. Import the Starter Assets from the asset store, use the Package Manager, drop the required prefabs into the Hierarchy, and check their Inspector settings before entering Play mode.

Project setup

prerequisites

  • Go to the Package Manager, then select My Assets to find and download the Starter Assets packages.
  • Import the Starter Assets into your project. Required packages like Cinemachine and Input System are installed with them.
  • If your project uses a different render pipeline (Universal or HD), use the pipeline's menu to update project materials before you test the controllers.

Scene management

steps

  1. Open the Playground or demo scene from the Project window so you have a working environment to test in.

    Unity editor with the Project window open to a Scenes folder, showing the Playground scene asset selected.

    The Project window is open to the Scenes folder with the Playground scene highlighted. — Unity

  2. If your scene has its own Main Camera, remove it to avoid conflicts with the controller cameras.

  3. In the editor's Tools menu, select Reset First Person Controller or Reset Third Person Armature to place a Starter Assets controller in the active scene. Alternatively, drag the appropriate controller prefabs from the Project window into the Hierarchy.

    Unity Editor with a forest scene in the Scene view, a Hierarchy panel listing scene objects, and the Starter Assets menu open to Reset First Person Controller.

    The Unity editor shows a forest scene alongside the Hierarchy panel and an open Starter Assets menu with Reset First Person Controller. — Unity

Prefabs

The ready-made controllers are structured as prefab groups. For first-person, use the player capsule, player follow camera, and main camera. The third-person setup uses a player armature (with a rigged model), player follow camera, and main camera.

file tree

First Person Controller/
├── MainCamera
├── PlayerFollowCamera
└── PlayerCapsule

Third Person Controller/
├── MainCamera
├── PlayerFollowCamera
└── PlayerArmature

Unity Editor with the Hierarchy panel showing MainCamera, PlayerFollowCamera, and PlayerCapsule, alongside a game view and Inspector panel.

The Unity Hierarchy shows the main camera, player follow camera, and player capsule objects. — Unity

You can swap the visible character in third-person setups by replacing the model under the player armature.

Inspector

Select the player or camera object in the Hierarchy and edit its movement settings in the Inspector. Key settings include move speed, sprint speed, jump height, ground detection, and object pushing. For camera follow, confirm that the virtual camera’s follow target is set to the player camera root object.

Unity Editor with the Inspector panel open on a player capsule object, showing Character Controller and First Person Controller settings.

The Inspector panel shows the player object with controller settings like move speed, sprint speed, and jump height. — Unity

If you use a custom character, make sure the model's rig is set to humanoid and update the Animator avatar on the parent player object.

Player movement

steps

  1. Enter Play mode.
  2. Move with WASD, arrow keys, or a left joystick (with a gamepad).
  3. Use the mouse or a right joystick to look around in first person.
  4. Hold Shift to sprint and press Space to jump (first-person only).
  5. In third-person, check that the character responds correctly to keyboard, mouse, or gamepad input.

Input system

Unity beginner setup guide

Also worth knowing

  • Starter Assets save time: The Starter Assets package provides controllers that replace older default setups and significantly reduce setup work for beginners.
  • UI Event System matters for touch: Touch controls might not work if the UI Event System is not correctly included alongside the UI canvas in the scene.
  • Version differences matter: If something does not work as expected, check whether your project and assets match the recommended versions, as workflows can differ between Unity releases.

FAQ

how to make a Unity project

Open Unity Hub and create a new project using a compatible template. After the project loads, import the Starter Assets through the Package Manager to get started with character controllers.

Unity first 2D game tutorial

This guide covers the setup for Unity's starter 3D controllers. To begin with 2D, start a new project and search for specific 2D controller assets or use the 2D templates provided in Unity.

Unity scene and prefab basics

Scenes in Unity are separate game levels or environments. Prefabs are reusable groups of GameObjects—such as player characters or cameras—that you can drop into a scene via the Hierarchy.

Unity player movement script

Starter Assets include ready-to-use player movement scripts. Once imported, you can adjust movement values in the Inspector or explore and edit the scripts attached to the player prefab for further customization.

Unity beginner setup guide

Begin by using a playground scene and placing the Starter Assets controller. Replace the character mesh and avatar as needed.

Unity input system for beginners

The Input System package is included and installed with Starter Assets. It handles keyboard, mouse, gamepad, and touch input, including on-screen mobile controls if UI input prefabs and the Event System are properly set up.


Official reference: Unity manual.

Sources

Screenshots on this page are frames from the videos below, used to illustrate the steps they describe. All rights remain with their creators.

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