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Economy foundations
From a clear decision goal through flow, rates, one-session budget, trust, pacing, and readable feedback - the full beginner foundation graph.
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Free topics and paths for learning game development. Paths keep the sequence. Cards give a focused answer when you already know the question.
Recommended start
From a clear decision goal through flow, rates, one-session budget, trust, pacing, and readable feedback - the full beginner foundation graph.
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Build readable player decisions: core loop, first-session teaching, meaningful choice, feedback timing, and fairness perception.
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GameObjects, components, scenes, hierarchy, and prefabs - the mental model every Unity project is built from, before you write a single system.
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Input, physics, UI, data, and scene flow - the gameplay systems every Unity game actually needs, with ownership kept explicit.
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Pooling, profiling, saves, builds, and a ship checklist - the last mile between a working prototype and a released Unity game.
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Build a safe mental model for MCP in game development: primitives, rules and skills, narrow Unity context, and client-specific control surfaces.
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Design narrow MCP tools, reduce context cost, gate changes with evidence, apply high-value Unity workflows, and protect permission boundaries.
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Engineer production-ready MCP systems through lifecycle design, stable contracts, multi-agent ownership, outcome-level observability, hardening, and a verified Unity capstone.
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State the decision the model should support before adding resources.
Trace one invented resource from goal through choice to a readable signal.
Compare the rate resources enter against the rate legitimate choices remove them.
Plan earn and spend for one sitting so leftover and starvation stay readable.
Bound a sitting with energy or stamina without cutting a core loop mid-beat.
See what unchecked source rates do across many weeks of play.
Draw the trust boundary between earned and paid currency.
Read a reward curve's shape, not just its total.
Sort a purchase into cosmetic, convenience, power, or time-skip, then match it to the currency whose trust boundary can carry it.
Name the repeating intent → action → result → re-entry cycle players must feel.
Rehearse the core loop early so the first sitting feels like a game, not a feature tour.
Force a tradeoff players can explain - not two buttons that feel the same.
Preview gain, cost, and downside before commit so bold forks teach instead of surprise.
Ask how one choice changes the next visible decision.
Players judge fairness by visible cause and effect, not spreadsheet evenness alone.
Tell the loop that repeats in seconds apart from the one that repeats in sessions, or you'll fix the wrong one.
Turn floaty mobile actions into punchy interactions using hitstop, camera damping, and micro-dopamine feedback.
Marry simple single-finger core mechanics with deep RPG/talent meta loops to maximize mobile LTV.
Balance generator, porter logistics, and cashier sinks using exponential upgrade curves ($Cost = Base \times 1.15^N$).
Eliminate frame stutter and thermal throttling by keeping batches under 100 and Update heap allocations at 0 Bytes.
See how the Editor, the runtime engine, and your project files divide responsibility before you write a line of code. Short card.
Compose behavior from small components instead of inheriting it, and see why that split shapes every Unity project.
Read a scene as a saved GameObject tree, and see why hierarchy position controls more than you expect.
Separate local from world space before a parented object starts moving in ways you did not expect.
Separate the source prefab from its instances and overrides before scripting starts touching either one.
Give one invented runtime component one clear responsibility. Short card.
Separate a named action from the device binding that triggers it so your input keeps working across devices.
Give physics, shape, and reaction each their own owner before two colliders start fighting over the same event.
Keep reaction ownership on the event that caused the change, not a polling Update.
Anchor UI to the screen it should survive, and keep the canvas a dumb view instead of a second source of truth.
Move shared config into a ScriptableObject asset so invented economy data stops living inside a MonoBehaviour.
Carry state across scenes with one narrow persistent manager instead of a single object that owns everything.
Keep acquire, reset, and return ownership visible when reusing objects.
Compare a coroutine's linear wait against an explicit state machine's named states before sequencing gets tangled.
Find the frame's actual cost in the profiler before guessing which system to optimize first.
Decide what state must survive a restart before picking a save format for it.
See which decisions move from the Editor to build settings once you target a real platform.
Work through the technical checklist that turns a vertical slice into a submittable build.
Place MCP between an agent and approved game-development context without treating the connection as autonomous judgment.
Choose the smallest MCP primitive for an action, a readable context source, or a reusable interaction template.
Separate live capabilities, standing instructions, reusable expertise, and deterministic automation before adding another layer.
Expose a narrow Unity context surface, verify it read-only first, and keep every mutation behind an explicit review boundary.
Compare how four coding clients expose the same MCP server through different setup, approval, and control surfaces.
Give each MCP tool one bounded job, an explicit input contract, and a result small enough to review before widening permissions.
Use filtering, pagination, summaries, and progressive discovery so only decision-relevant Unity context reaches the model.
Turn an agent request into an inspect, plan, approve, change, test, and review sequence with evidence at every boundary.
Apply narrow MCP capabilities to console triage, scene inspection, prefab review, build checks, and tests without granting broad control.
Keep least privilege, secret custody, untrusted tool output, and human approval explicit before an MCP workflow can mutate a project.
Design the server boundary from initialization and capability negotiation through transport-safe operation and shutdown.
Keep tool inputs, structured outputs, errors, and cancellation behavior predictable as clients and servers evolve.
Partition files, evidence, and write authority so parallel agents can hand work off without silently overwriting one another.
Trace progress, logs, tool results, verification gates, and user outcomes without mistaking call volume for useful work.
Harden version, authorization, secret, network, cancellation, and failure boundaries before a server reaches real projects.
Combine bounded diagnosis, ownership, an approved mutation, tests, build evidence, and human review into one end-to-end Unity workflow.
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