| Understand the scene/GameObject/Component model | references/core-concepts.md |
Write a Component (lifecycle, [Property], Tags, async) | references/core-concepts.md |
| Spawn / clone / destroy a prefab | references/core-concepts.md → Prefabs |
Fire a scene event (ISceneEvent<T>) | references/core-concepts.md → Scene Events |
Write a GameObjectSystem | references/core-concepts.md → GameObjectSystem |
Use ModelRenderer / SkinnedModelRenderer / bones / animgraph | references/components-builtin.md → Rendering |
Use Rigidbody, any Collider, joints | references/components-builtin.md → Physics |
Use CharacterController for movement | references/components-builtin.md → CharacterController |
Use the full PlayerController (built-in FPS/TPS) | references/components-builtin.md → Gameplay |
| Set up a camera, HUD painter, post-processing | references/components-builtin.md → Camera, Post-Processing |
| Use lights, fog, envmap probes, skybox | references/components-builtin.md → Lighting, Environment |
Add audio (SoundPointComponent, Sound.Play) | references/components-builtin.md → Audio |
Use NavMeshAgent, NavMeshLink, query NavMesh | references/components-builtin.md → Navigation |
| Create particles, decals, trails, beams | references/components-builtin.md → Effects, Rendering |
Write a Razor UI panel (.razor, PanelComponent, BuildHash) | references/ui-razor.md |
Style with SCSS — flexbox, transitions, :intro / :outro, :bind | references/ui-razor.md → Styling, Layout System, Transitions |
Use built-in controls (Button, TextEntry, DropDown, VirtualList) | references/ui-razor.md → Built-in Controls |
| Build a world-space panel or a NavigationHost app | references/ui-razor.md → WorldPanel, Navigation |
Set up a lobby, connect/disconnect, query Connection | references/networking.md → Lobby & Connection |
Network an object (NetworkMode, NetworkSpawn, ownership) | references/networking.md → Networked Objects, Ownership |
Use [Sync] / [Sync(SyncFlags.X)] / [Change] / NetList / NetDictionary | references/networking.md → [Sync] Properties |
Write RPCs ([Rpc.Broadcast/Host/Owner], NetFlags, caller info, filtering) | references/networking.md → RPC Messages |
React to connections (INetworkListener, INetworkSpawn, snapshot data) | references/networking.md → Network Events |
Use ISceneStartup for host vs client initialization | references/networking.md → Scene Startup |
Dedicated server / #if SERVER / user permissions | references/networking.md → Dedicated Servers |
| Poll keyboard/mouse/controller input, haptics, glyphs | references/input-and-physics.md → Input |
| Raycast / sphere / box / capsule trace with tag filters | references/input-and-physics.md → SceneTrace |
Access PhysicsWorld, gravity, physics events | references/input-and-physics.md → Physics World |
| Implement collision/trigger listeners | references/input-and-physics.md → Collision System |
Use Vector3 / Rotation / Angles / Transform / BBox / Ray / Capsule | references/input-and-physics.md → Math Types |
Use Time.Now, Time.Delta, TimeSince, TimeUntil | references/input-and-physics.md → Time |
Draw debug gizmos (DrawGizmos, Gizmo.Draw) | references/input-and-physics.md → Gizmo |
Need the full signature of GameObject, Component, Scene, Input, etc. | references/api-schema-core.md |
| Look up whether a given type exists & what it does | references/api-schema-extended.md |
| See a complete worked example of a pattern before writing your own | references/patterns-and-examples.md |