penProject preparation

For the asset to function properly, you need to configure the editor settings and install several required assets

1. Build Profiles

Check that the Android build profile is selected in the Build Settings.

How to switch to Android in Unity:

  1. Open the Unity Editor.

  2. In the top menu, go to File → Build Settings...

  3. In the window that appears, select Android from the list of platforms on the left.

  4. Click the Switch Platform button (bottom right).

  5. Wait for Unity to finish switching — this may take some time, especially for large projects.

2. Scene List

Make sure that the required scenes are listed in the Scene List. In Unity, the Scene List can be configured via: File → Build Profiles.

3. Tags and Layers

Set the tags and layers exactly as shown in the following image.

4. Extenject (Zenject)

Your project must include Extenject.

In Unity, to download and install the asset, you need to open the Package Manager. In the top menu, go to Window → Package Management → Package Manager...

The source code and documentation for Extenject can be found here:

5. DOTween

Your project must include DOTween.

In Unity, to download and install the asset, you need to open the Package Manager. In the top menu, go to Window → Package Management → Package Manager...

You can also download DOTween from the official website. On the same site, you can find the asset's documentation and usage examples.

6. UniTask

Your project must include UniTask.

To install UniTask, you need to:

  1. Copy the resource URL

  1. Paste the URL in the Package Manager and install.

Additional information

  • Unity Package Manager

7. Splines

Your project must include Splinesarrow-up-right.

Video Tutorial on Splines

For a quick introduction to working with splines in Unity, you can watch the following video:

This tutorial covers the basics of creating and editing splines using Unity’s built-in tools.

8. Input

Set Active Input Handling. In the top Unity menu, go to: Edit → Project Settings → Player, then find the Active Input Handling option and select Input Manager (Old).

Why we're using Input Manager (Old): While Unity recommends using the new Input System, this project uses Input Manager (Old) for the following reasons:

  • Compatibility with existing code and third-party assets.

  • Simpler and more stable integration for small to mid-sized projects.

  • No need for additional setup or reliance on Unity’s event-based input handling.

You can switch to the new system if needed, but doing so would require refactoring input handling throughout the project.

9. Cinemachine

Your project must include Cinemachinearrow-up-right.

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