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Beginner

Set Up a Reproducible Unity Project

Record editor and package choices, validate imported assets and layouts, and prove a clean checkout can produce the documented playable baseline.

Unity beginnersindie devs

Workflow

  1. Record a reproducible environment

    Choose the Unity Editor version, installed platform modules, target platform and render/input packages appropriate to the project. Record them in a setup note with the starting revision. Use the documentation for those versions; upgrading the editor, packages and assets at once makes a regression harder to locate.

  2. Create the smallest project structure that supports the team

    Separate game-owned scenes, scripts, prefabs and source art using a documented folder convention. Keep third-party packages identifiable and record their licenses. Configure the engine’s actual scene list or build profile explicitly; a numeric filename prefix is only a naming convention. Introduce assembly definitions when their boundaries serve dependencies or tests, then measure any compile-time benefit.

  3. Import representative assets and record settings

    Import a small set of textures, sprites, audio and models before the full library. Check the target-specific import overrides and the resulting stored format and dimensions. For a texture comparison, calculate its base or exact mip-chain data size and layer count, then inspect the real resource on target hardware. Save source assets and import settings together.

  4. Check a minimal scene across intended displays

    Build a scene with the main controls and text. Calculate exact aspect ratios for your chosen resolutions, then test anchors, safe areas, cropping, large text and input navigation in the actual layout. Physical PPI may describe a panel, but it does not validate logical UI scaling or accessibility.

  5. Verify source control and a clean setup

    Track the assets and their metadata, project settings, package manifest and package lock file required by your chosen workflow. Exclude generated caches and temporary build output according to that workflow. From a fresh checkout, use the recorded editor and modules, resolve packages, open the minimal scene and make a build. Record any manual prerequisite that was missing.

  6. Archive a runnable baseline and setup instructions

    Run the clean build on the target device and capture startup, controls and representative scene behavior. Name the baseline revision and save its logs, build artifact and setup note. Record an owner for dependency upgrades and a way to recover the prior working baseline. Use the test matrix for later setup or package changes.

Tools Used

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Environment

Assets

Build

Layout

Reproduction

Handoff

Reference Materials

Package manifest and resolutionStandard

Unity’s project manifest manages package dependencies and registry settings. Its lock-file setting supports deterministic dependency resolution; the editor version is a separate part of the environment record.

Editor version evidenceStandard

Unity’s documented Cloud Build auto-detection uses ProjectSettings/ProjectVersion.txt. Include the project’s editor-version record in source control and match the installed editor when reproducing the build. This reference documents that file, not a recommendation to adopt the historical Cloud Build workflow.

Clean setup evidenceTable

Record the result rather than assuming the setup is portable.

CheckEvidence
EnvironmentEditor, modules, packages and starting revision
ImportRepresentative asset settings and resolved resource
BuildBuild profile, scene list and output version
ReproductionFresh-checkout instructions and actual device result
  • Upgrade one boundary at a time

    Keep a working baseline and retest the representative scene after each dependency change.

  • Prefer evidence to folder rules

    Choose conventions the team can follow; measure whether an assembly split improves iteration.