# Quick Start Guide

When you download and install the MANU engine. Launch it and press **Create New**.  You can create new project from one of our templates. To know how to open the existing projects, go to [Welcome Screen](https://help.manu.co/learn/manual/welcome-screen).

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F42ksfnAi1NTNsPNOHnKi%2FGroup%2050.png?alt=media&#x26;token=3776c51b-a235-43f6-8767-3111c1a28637" alt=""><figcaption></figcaption></figure>

This time choose **Platformer Kit** from **Platformer** category. After that, you will open a project that already has game objects and customized animations. You can test the **Game Mode** and even modify the project as you want. So, let’s start!

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F5Ud6jQnAe0Ha8cdeUofr%2FGroup%2051.png?alt=media&#x26;token=144f6c77-89f9-4fe6-9094-8900105f4230" alt=""><figcaption></figcaption></figure>

## Overview of UI

In MANU, by default, all projects open in *Edit Mode*. The central panel on the top of the workspace has 3 different tabs with different modes of the game: *Edit Mode*, *Animation Mode* and *Game Mode* (to know more, go to [Workspace Modes](https://help.manu.co/learn/manual/workspace-modes)).

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FitlrQUbUrNknLO4RkeJf%2FGroup%2070.png?alt=media&#x26;token=dd045eef-8220-499a-8bcc-71b673df6208" alt=""><figcaption></figcaption></figure>

The left panel contains the main menu button with the program options, a toggle for the **Project Panel** and the **Scene Tree** with all scene objects. The button opens **Asset Browser**, which contains all prefabs created in the project or imported from Asset Store. And a button that opens the **Game Flow** and **State Machine** editor canvas.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FrSmHkUhDpYVvFv1qhdwW%2FGroup%201.png?alt=media&#x26;token=d9b87e7b-9b93-4794-8055-1d85256f472f" alt=""><figcaption></figcaption></figure>

Whenever you select any object in the scene, the **Inspector** and **Transform Gizmo Panel** appear with the Snapping grid control. The **Inspector** contains all the information related to the selected object: [Properties](https://help.manu.co/learn/manual/workspace-modes/edit-mode#properties), [Material](https://help.manu.co/learn/manual/materials), [Physics](https://help.manu.co/learn/manual/physics), [Variables](https://help.manu.co/learn/manual/variables). To know more about each related tab, click on them.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F8sPfxiXjqvExTmlhiFIJ%2FGroup%202.png?alt=media&#x26;token=eda056b9-78e5-488e-b42b-53cf42f5def3" alt=""><figcaption></figcaption></figure>

The **Gizmo Panel** is used for switching between gizmo types: **Move**, **Rotate**, **Scale**, and **Collider**. Gizmos allow you to manipulate selected objects right in the scene. By default, the **Move Gizmo** is selected, which also includes move by step settings: **Move smoothly**, **Move by 1** and **Move by 10**. *Move smoothly* is selected by default; you can change it as needed. The **Rotate Gizmo** also includes settings which allow you to adjust the rotation by selecting different options. To know more about the **Gizmo Panel**, visit [Using 3D Gizmo to Manipulate Objects](https://help.manu.co/learn/manual/workspace-modes/edit-mode#using-3d-gizmo-to-manipulate-objects).

In **Animation Mode**, you can see 2 panels. The left panel is the same as in the **Edit Mode**. However, there are some options that are only available in **Animation Mode** and do not work in **Edit Mode**; and vice versa, options that are available in **Edit Mode** do not work in **Animation Mode**. You can find all available animations in the **Scene Tree***.* The bottom panel is contextual and only visible when you choose the animation from the list. It has 2 tabs **Timeline** and **Triggers**. Both are related to the selected animation. To know more, go to [Timeline](https://help.manu.co/learn/manual/timeline) and [Triggers](https://help.manu.co/learn/manual/triggers).

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FxgPWw3swm3CrwGFjaDDx%2FGroup%204.png?alt=media&#x26;token=fb7d0300-c1a2-4be0-8850-a2f804696fcf" alt=""><figcaption></figcaption></figure>

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FLieD7D3opJEoF8kcxogG%2FGroup%203.png?alt=media&#x26;token=4f4194df-0665-4bec-bef4-2919900b01e9" alt=""><figcaption></figcaption></figure>

## How to control the scene view camera

The usage of the scene view camera will help you to see the scene from multiple angles. MANU offers several ways to move the camera around:

* To orbit around the selection object, use `ALT + LMB Drag`&#x20;

{% embed url="<https://dl.dropboxusercontent.com/s/lafox2aipt346ll/v009.mp4>" %}

* To zoom, just use the mouse wheel
* To pan and move in any directions, use `SPACE + LMB Drag`

{% embed url="<https://dl.dropboxusercontent.com/s/hudreerqh0xnn36/v010.mp4>" %}

* To focus on the selected object, double click on it in the *scene tree* or press `F`

{% embed url="<https://dl.dropboxusercontent.com/s/05ksbr26lgqgzef/v011.mp4>" %}

Now is your turn, try to play around with the camera. More shortcuts for controlling the camera you can find here [Keyboard shortcuts](https://help.manu.co/learn/keyboard-shortcuts).

## Game Time

MANU provides *<mark style="color:green;">Platformer Kit</mark>* as one of templates, that you can use as a great starting point to develop your own game project. The template is designed for playing in the genre of side-scroller platformer. It contains basic objects, from which more complex objects are created. The template represents a polygon based on which you can create a new level of the game.

In **Game Mode**, you will see the **Main Character** who can move left or right. To know more, see the article about [Main Character](https://help.manu.co/learn/manual/main-character).

The main character's task is to pass all the obstacles, collect crystals, find the key and free his friend from the house with the key. At the top of the main character's head, you will see hints on how to overcome obstacles and cope with tasks.

![](https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lt-sE9MYKe9pZOcHwg5%2F-MYy7TiEEp6_ff74mOu-%2F-MYzn0-gIwaiT11wYc9e%2F007.png?alt=media\&token=036a4ed7-cfc5-48f4-a716-6d4cf81aa998)

The walking mechanic is controlled by the `Right arrow` and `Left arrow` keys in the *Game Mode*. The jumping mechanic is controlled by a `SPACE` key. To double jump, hit `SPACE` twice. To complete the wall jump, hold the `Right arrow` or `Left arrow` keys and hit `SPACE`. To use the crouch mechanic, hit `C + Right arrow` or `C + Left arrow`. That’s all you need to know to pass this level successfully. Let’s play!

{% embed url="<https://dl.dropboxusercontent.com/s/31tvjkanvxr4b4e/v001.mp4>" %}

## From the Template to a New Game Project

You can use this template for your Game Project. But first, let’s observe some components of the *Scene*.

![](https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lt-sE9MYKe9pZOcHwg5%2F-MYy7TiEEp6_ff74mOu-%2F-MYzn2nB2Kk03joiMbe4%2F008.png?alt=media\&token=9af07ac8-e846-40de-bd9b-d64d2476f378)

![](https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lt-sE9MYKe9pZOcHwg5%2F-MYy7TiEEp6_ff74mOu-%2F-MYzn4bs2jmCVFvBS9F6%2F009.png?alt=media\&token=3a64a26c-6021-4983-9477-fb269d35c12d)

The example level is created from prefab objects as it is easy to modify them. The **Prefab** object is kind of a template from which you can create new **Prefab** instances in the scene. To know how to create **Prefabs** and to know more about them go to [Assets](https://help.manu.co/learn/manual/assets). When an object is converted to a *Prefab*, all its properties are synchronized between all the prefab instances. If you make changes to any copy of the prefab, then the changes will affect all interrelated prefabs. For example, if you decide to change the color of one tree, then the prefab trees will sync with the modified tree.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FAXxgeei4Owd0M3mznMrc%2FGroup%206.png?alt=media&#x26;token=99fc897e-713a-4230-832e-a66106a087de" alt=""><figcaption></figcaption></figure>

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FGmyUpgUBGhBLAiTL2d5B%2FGroup%207.png?alt=media&#x26;token=44bf57fc-3551-4daa-a6f8-d9b87ce25728" alt=""><figcaption></figcaption></figure>

## **How to build a house?**

The houses and trees perform mostly a decorative function in the scene. The process of building a house is creative and largely depends on your preferences. You can easily copy the existing one or you can use the components that are located at the right of the scene. All parts of the house are modular and easy to join to each other. Use gizmos on the **Gizmo Panel** to perform manipulations with selected objects. You can also adjust the **Move Gizmo** settings by selecting either **Move** **smoothly**, **Move by 1** or **Move by 10**. If **Move smoothly** is selected, it will move the object around the scene smoothly. **Move by 1** and **Move by 10** options allow you to define the distance for movement. For example, if you choose **Move by 1***,* the selected object will move in increments of 1 meter. After selecting the number, use gizmo arrows to connect parts of the house together.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FLd6YWez7AP7xKClPv1dD%2FGroup%208.png?alt=media&#x26;token=a08ddc81-eb96-4d68-b132-dab9d9abc6b5" alt=""><figcaption></figcaption></figure>

**Physics** is not applied to the parts of the house; therefore, the **Main Character** can simply walk through the house, if you decide to build it on his way. However, if you add **Physics** to it (you can easily do it if you go to the right panel and click on the **Physics tab**), thеn the **Main Character** won't be able to go through the house; he will have to jump over it.

{% embed url="<https://dl.dropboxusercontent.com/s/1do32x82n48enlz/v002.mp4>" %}

However, there is no need to enable physics for the whole house. Moreover, a large number of physical objects in the Scene can lead to high CPU usage. If you need to make a certain wall impassable, we recommend that you add a **Collider** with the **Static** type of rigid body and place it next to the desired wall. For example, the **Collider** was used to build **House 1** in this template.

{% embed url="<https://dl.dropboxusercontent.com/s/lwj4dq617cb28xt/v003.mp4>" %}

## Blocks with physics

Blocks with physics are used to create the obstacle course for the **Main Character**. He can jump on the block, but he can't pass through it, because the block has the Static type of rigid body. All objects with physics will be impenetrable to the **Main Character** except objects with the *Ghost* rigid body. To know more, read [Physics](https://help.manu.co/learn/manual/physics).

Let’s copy a block with physics "Floor\_4x4\_Block" and put it on the main character’s way. As you can see, the **Main Character** can’t go through it.

{% embed url="<https://dl.dropboxusercontent.com/s/lvd2mc0er580rsi/v004.mp4>" %}

The **Physics** tab contains a list of physical properties of an object, such as type of the rigid body, collider, friction, bounciness and other parameters. The block we selected is a static object; it has certain friction and bounciness values, collider; and it is possible to hang on it. You can change all these properties according to your preference. To know about types of Physics and their settings, go [here](https://help.manu.co/learn/manual/physics).

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F2N3RQuzxR066YSHoYEfE%2FGroup%209.png?alt=media&#x26;token=14111e98-0d1d-454d-9e54-071b316aa3de" alt=""><figcaption></figcaption></figure>

## **Hierarchy in the Scene Tree**

Creating a hierarchy in the **Scene Tree** allows you to move/copy/duplicate everything that is included in a single folder, such as "House" or "Trap Base". For example, "Trap Pike", "Animation" and "Attack" are nested in the "Trap Base". Try to move the "Trap Base" using the gizmo arrows; and you will see how the entire structure of the "Trap Base" moves with everything that is included in it. Hierarchy allows you to establish parent-child relationships between objects in the *Scene*. To know more, go to [Scene Tree](https://help.manu.co/learn/manual/scene-panel).

{% embed url="<https://dl.dropboxusercontent.com/s/d6n3aifaxyjauyd/v005.mp4>" %}

The "Trap Saw" is also an example of using a hierarchy. Select "Trap Saw" in the "Scene Tree" by double-clicking; and you will see that you can move the entire structure, everything that is placed in the "Trap Saw" folder.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F0O8EUD2lpiV6e9RIz2WJ%2FGroup%2010.png?alt=media&#x26;token=106d64e0-95f3-446b-9068-70ed68bec57f" alt=""><figcaption></figcaption></figure>

Houses are compound objects as well. They consist of walls, roofs, windows and doors. All objects of one house are placed in the House folder. If you make any manipulations with the House folder in the **Scene Tree**, it will also affect the whole building. If you delete the main House folder, the house will disappear from the *Scene*.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2Fh8jYQAFpAjWm4HgPeKdz%2FGroup%2011.png?alt=media&#x26;token=6f3e05cf-3fe2-4df1-99da-c0aa908663b3" alt=""><figcaption></figcaption></figure>

## **Animated objects and their modifications**

There are plenty of animated objects in the **Scene**, such as pikes, saws, crystals, the key, the elevator and the door. Let's look at the main objects and their animations.

Some objects are grouped together and represent the model. Now let's see how the main models are assembled and how their animations work.

### **Crystals**

Let's look at the crystal and what kind of animations it has. Switch to **Animation Mode** and open "Yellow Crystal" in the **Scene Tree**. The folder contains 2 animations: "Idle" and "Picked". The "Idle" animation has 2 tracks: **Position Y** and **Rotation Y**.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F0g8BtVRePiKDw66Rf2PM%2FGroup%2024.png?alt=media&#x26;token=eb73b595-efb1-4b89-b987-cef8aee72cfa" alt=""><figcaption></figcaption></figure>

**Position Y** sets the movement of the object up and down. All keyframes here have the specific coordinate values of the crystal on the Y-axis. If you hover over the keyframes on this track you will see their absolute values.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FvEoimyKx045cER6Bk61t%2FGroup%2025.png?alt=media&#x26;token=4307702c-af5e-429b-a606-6391e5a16169" alt=""><figcaption></figcaption></figure>

**Rotation Y** launches the rotation of a crystal around its axis. This track has a more complex animation method. It uses the formula `origin+180` to assign the value to the following keyframe. `origin` value is equal to the current value from the scene. The use of this formula leads to the rotation of the crystal.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2Fq7a39bkzYU07jXaqlSeS%2FGroup%2026.png?alt=media&#x26;token=76390501-d0ac-4270-b38e-eefb169a3bcc" alt=""><figcaption></figcaption></figure>

Let's move on to the "Picked" animation. "Picked" launches what should happen when a character grabs a crystal. The crystal will disappear and make a sound.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FcgweOuCkFb1UUNbRWD86%2FGroup%2027.png?alt=media&#x26;token=7589ceb3-4609-4426-adb2-0389242320e0" alt=""><figcaption></figcaption></figure>

As you can see, "Picked" has a sound track with specific audio that is output to the master channel.

{% embed url="<https://dl.dropboxusercontent.com/s/2a4kkreakd0pkc7/v006.mp4>" %}

### Saw

Now let's look at the construction of "Trap\_Saw".&#x20;

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FPUmcm7lBVLq6d9g8aPgF%2FGroup%2012.png?alt=media&#x26;token=4fb2fc4c-0e04-4ef7-a919-e63e5ddd7c61" alt=""><figcaption></figcaption></figure>

It includes "Trap Saw" and "Trap Razor" folders. Two "Columns" and "Trap Gear" are placed in the "Trap Saw". Here, the "Columns" are used as the saw axle. The whole folder is animated by the "Move" animation. All three objects move together because they are all inserted in one folder. If you need to animate several objects, it is reasonable to put them in one folder and animate this folder. It makes sense to combine objects into folders when you need to subordinate several objects to some actions, such as animation.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FnsuFdEJJ3HgLCOICQmKd%2FGroup%2013.png?alt=media&#x26;token=c96c9f8d-f5b3-4c01-9b99-dcf6546b28c3" alt=""><figcaption></figcaption></figure>

The "Move" animation has 2 tracks. The *Position Y* track sets the movement of the "Trap Saw" by using keyframes with absolute values. The audio track has a sound that is output to a specific speaker located in the same hierarchy/folder as the "Saw". Therefore, you will be able to hear the sound when the main character is near the "Saw".

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FSujw6T3FzAgyUNWufBc4%2FGroup%2014.png?alt=media&#x26;token=ffd2b0da-64d9-4dc6-891b-3678c6807972" alt=""><figcaption></figcaption></figure>

{% embed url="<https://dl.dropboxusercontent.com/s/shwvbw6x94a7huz/v007.mp4>" %}

### **Pikes**

Let's look at the **"**&#x50;ike" and what it is made of and what kind of animations it has. The pike consists of 2 objects. It has a "Trap Base" and a "Trap Pike". The "Trap Pike" is inserted into the "Trap Base". Let's see the "Attack" animation.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F9Jo3YKwMm8wcFPaWMg8Q%2FGroup%2015.png?alt=media&#x26;token=a81718bf-ea2c-4de5-a236-847234d2b25b" alt=""><figcaption></figcaption></figure>

Let's see what the "Attack" animation includes. As you can see, in this animation, another animation is played. The "Attack" consists of the *inserted animation* "Hurt", to view it you need to go to the "Main Character" folder. Follow this path to find it: "Main Character" / "Main Character Body" / "Animations for states" / "Hurt". In this case, "Attack" plays the "Hurt" animation.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FvVXskkUQGBS1PKk09PLC%2FGroup%2016.png?alt=media&#x26;token=e3e3629a-aa6f-49c3-96c1-989f231e437a" alt=""><figcaption></figcaption></figure>

### **Key**

Let's look at the animation that was created for the **"**&#x4B;ey". Find the key in scene and click "Follow" animation in the **Scene Tree**. "Follow" animation uses system formulas and launches what should happen to the key when it is picked up by the "Main Character". The key will start moving with the "Main Character" above his head in the scene. To know more about formulas, which you can use in the keyframes to set up custom behaviours, go [here](https://help.manu.co/learn/formulas).

If you hover over keyframes, you can see the system formulas that were used to create the animation "Follow".

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F4FAf6TUZx8Ak87hBIkqF%2FGroup%2017.png?alt=media&#x26;token=24edd437-daff-4ca8-af4d-fb095e167333" alt=""><figcaption></figcaption></figure>

### **Quest Completed**

Now, we suggest you take a look at the **"**&#x51;uest Completed" animation. Here, "Quest Completed" is a cut-scene animation where the "Main Character" saves another character. Go through the animation panel, and you will see what you can do in MANU. You can create large complex animations using different types of animation tracks.

{% embed url="<https://dl.dropboxusercontent.com/s/l7wwyb5066r5my5/v008.mp4>" %}

## **Import and create animation for custom model**

Now let’s create the animation for a new object.&#x20;

{% file src="<https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lt-sE9MYKe9pZOcHwg5%2F-MY_eY9lLQbylZ3dXFlw%2F-MY_iRx-UE9TeadepPLV%2Fcoin_wtih_star_icon.obj?alt=media&token=28a33c22-e8c4-4db0-a6a5-5a3134260e14>" %}
coin\_with\_star\_icon
{% endfile %}

In **Edit Mode**, deselect all objects. Hit the `Main Menu` button and import the "coin\_with\_star\_icon.obj" from your computer . To know more about how to do it, go here [How to Import the Object](https://help.manu.co/learn/manual/importing-3d-objects).

The imported object will appear right in the center of the Scene in position 0,0,0. Click on the folder "coin\_with\_star\_icon" in the *Scene Tree* and use *Move Gizmo* to transfer it wherever you need it in the scene.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FP6chhEiPCvXzvoREmZvd%2FGroup%2018.png?alt=media&#x26;token=e3595472-cce2-42a4-b61f-ac4fcd4587f0" alt=""><figcaption></figcaption></figure>

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FuHDZ0DIiam8pISrkoafK%2FGroup%2019.png?alt=media&#x26;token=bbb4c8fe-e28b-4e7c-91e8-c8b56ac0d48d" alt=""><figcaption></figcaption></figure>

Let's put it in front of the "Main Character". Look at the *Inspector* , and you will see that position values for the "coin\_with\_star\_icon" have changed. Then select "coin" and let’s see and remember **Position Y** for the "coin".

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FgZJnAuH1sUijubRk0uCM%2FGroup%2020.png?alt=media&#x26;token=826be542-8e3e-41e0-b09e-70c8de66d5a2" alt=""><figcaption></figcaption></figure>

Now hit the **Physics** tab on the **Inspector** to enable physics for the new object and choose **Ghost** for its rigid body. Note, only **Kinematic** and **Ghost** rigid bodies can be animated. For the ghost objects, you can choose a suitable collider and its size. To know more about physics, ghost objects and collider types, go to [Physics](https://help.manu.co/learn/manual/physics).

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FmdpWEg4basYQ9OGz9YcR%2FGroup%2022.png?alt=media&#x26;token=7cfae212-4a12-433b-9407-81e10734a613" alt=""><figcaption></figcaption></figure>

Switch to **Animation Mode***.* Select "coin\_with\_star\_icon" in the **Screen Tree** and by right-clicking choose `Create Animation`. A new  animation will be created within the folder and the Timeline panel will appear at the bottom of the screen.&#x20;

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FPMPmfUbAmkdUGUQ6ylBD%2FGroup%2023.png?alt=media&#x26;token=ea256358-bda8-4e0e-b378-3bca04acdac6" alt=""><figcaption></figcaption></figure>

We will animate "сoin"; therefore, hover over the "coin" on the **Scene tree** and by right-clicking choose `Add to Timeline`.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2Fo5PH9TVSECN967nuKqM9%2FGroup%2039.png?alt=media&#x26;token=e7a62538-10ec-4c79-86eb-6d357582f59e" alt=""><figcaption></figcaption></figure>

Let's make the "coin" move up and down. To do it, you need to add a track that will determine the moving of the "coin" along the Y-axis. If you hover over the coin track, a button `Add New Animated Track` will appear there.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F5igUGKo4vnSCMEo9xPJu%2FGroup%2038.png?alt=media&#x26;token=24fee631-f235-45e8-8639-b21ddac2d0b3" alt=""><figcaption></figcaption></figure>

Then you need to select **Position Y** in **Properties**. Now, we can see its place on the Y-axis. The first keyframe shows the current value from the scene. If you hover over this point the word origin will appear. **Origin** value is equal to the current value from the scene. You can use the system formulas to create the animation. To make it clear, let’s set the absolute value for the keyframes on the track. Switch to the **Edit Mode** and click on the "coin"; then look at the **Inspector**  and what value is set for its **Position Y**. It is important to know since we will animate the coordinate values in which this coin is located (the values that we see in the **Inspector**). As you can see, the **Position Y** value is equal to `0`. Let’s use it for the first keyframe.&#x20;

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FMyPWbTxbVFpgaLReT41z%2FGroup%2037.png?alt=media&#x26;token=0eeed17f-772f-40ce-a8a4-ec7524070452" alt=""><figcaption></figcaption></figure>

So, switch to the **Animation Mode** again, find our animation in the **Scene Tree**, and instead of the word `origin` type `0`.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FgtPmaQrhUCyH31E9dDgp%2FGroup%2032.png?alt=media&#x26;token=d3e4dcba-f533-45ec-a769-2ac15298d402" alt=""><figcaption></figcaption></figure>

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FiKG0vole8sp8sF4UJJdn%2FGroup%2033.png?alt=media&#x26;token=1fcde868-20a3-4328-a79e-48e72de19bae" alt=""><figcaption></figcaption></figure>

Hover over the animation track to select a time point at which you want to set another keyframe. Let's set the keyframe for 1 second. At the new time point set the value `1`, then, extend the track to 2 seconds and set `0` as the value of position Y. To loop the animation, the end of the animation must coincide with the beginning of the animation. To enable the loop for the animation, you need to click on the **Loop** button.&#x20;

{% embed url="<https://dl.dropboxusercontent.com/s/udi5dyxotw8kdln/v012.mp4>" %}

You can drag the keyframe to change the time value. The orange vertical bar is the **Timeline Playhead**; you can move it and see how the animation works at the exact time point. Hit the `Play` button on the timeline to see how the animation plays. To know more about the Timeline, go [here](https://help.manu.co/learn/manual/timeline).

Let’s make the "coin" rotate. Add another track that sets the rotation of the coin around its axis. Hover over the "coin" in the timeline and add Rotation Y properties. The first keyframe with origin value (current value from the scene) will appear.&#x20;

To set the second keyframe use the system formula: `origin + 360`. To know more about system formulas, go to [Formulas](https://help.manu.co/learn/formulas). Let's set the second keyframe for 2 seconds to make this track the same length as the first one.

{% embed url="<https://dl.dropboxusercontent.com/s/llwntoratpya3s0/v013.mp4>" %}

For an animation to be launched in the game, you have to set up a trigger for it. Triggers are set up in the **Triggers** tab, which is located next to the **Timeline** tab. Now let's try to set up a trigger that will trigger animation for the "coin". Hit the **Trigger** tab and you will see the **Triggers Panel**.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FwanS0w9PTfrgl8zug4hy%2FGroup%2034.png?alt=media&#x26;token=648732b1-c207-4dbf-b50e-57d421dced83" alt=""><figcaption></figcaption></figure>

To add triggers, click on the icon `Add New Trigger` and you will see the types of triggers that you can use to start the animation. For more information about Triggers, please refer to the [Triggers](https://help.manu.co/learn/manual/triggers) section.&#x20;

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FbnzqBZhdr5u5wTKT03nJ%2FGroup%2035.png?alt=media&#x26;token=667870e4-f7bc-4721-9bfe-7d5bb8a0b6f1" alt=""><figcaption></figcaption></figure>

To start the animation, we have created, select the `On Launch Scene` trigger, which means that our animation will start as soon as the game starts. Let's now launch the game and see what we've got.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F9vasM0sZqmVSfuv8I9ck%2FGroup%2036.png?alt=media&#x26;token=aa666180-339a-4f7c-bd5e-2a23ec556802" alt=""><figcaption></figcaption></figure>

{% embed url="<https://dl.dropboxusercontent.com/s/n7tvoyy1w0zja8m/v014.mp4>" %}

Now, try to experiment with the "coin" and create your animation for it.

After you finish with the animation set up you can turn the "coin\_with\_star\_icon" into a prefab. Prefabs allow you to create, configure, and store an object complete with all its components, property values, and child objects as a reusable asset. More information about prefabs [here](https://help.manu.co/learn/manual/assets). To create a prefab, in **Edit Mode**, go to the **Scene Tree**, hover over "coin\_with\_star\_icon", and select `Create Prefab` from the contextual menu by right-clicking.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F5rC1NgFEiVEFzDaCvMVp%2FGroup%2031.png?alt=media&#x26;token=29741fc8-5ab0-4586-9657-51d78e9d4cef" alt=""><figcaption></figcaption></figure>

Now you can duplicate the prefab and move the prefab’s instances by **Move Gizmo**. To duplicate a prefab, select the prefab and choose the `Duplicate` option from the contextual menu.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F82siGlnVT8Uuaaw9NiOj%2FGroup%2030.png?alt=media&#x26;token=0753593d-1bb2-4c13-baab-b935ab50971a" alt=""><figcaption></figcaption></figure>

As you can see the prefab and its copies have the same folder contents. Now try to change the color of one "coin". To do it select "coin" in any copy of prefab, go to the **Materials** tab. All changes completed to material and physics settings will be automatically applied to all other instances of a prefab group. However, you can freely place different prefabs instances around the game, because it does not apply to the transform settings.

<div data-full-width="false"><figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F0cDibpCIJ8FxWoxHu6vu%2FGroup%2029.png?alt=media&#x26;token=92e8bfa1-01a1-4478-b5d5-78ad01e3249a" alt=""><figcaption></figcaption></figure></div>

## **Next level game project**

A few more tips before you go to create your game project.

To select an object, press `ALT` and click on the object (without `ALT`, a group of objects will be selected). To place the selected object in the center of viewport, click on `F` or double-click on the object on the *Screen Tree*.

To move the object, simply select it in the scene, switch to **Move Gizmo** on the top center and use arrows. You also can use the **Transform Section** in **Inspector** to move precisely. To move the object in two directions at the same time, just hit the square of the specific sides and move your mouse. To know more about **Gizmo Panel**, go to [Using 3D Gizmo to Manipulate Objects](https://help.manu.co/learn/manual/workspace-modes/edit-mode#using-3d-gizmo-to-manipulate-objects).

To remove objects, select them in the scene and press `DELETE` key or select them in the **Scene Tree** and choose the `Delete` option by right-clicking. You also can copy and duplicate them in the *S***cene Tree**.

To add new objects, go to the **Library** on the left panel or import them using the **Main Menu**.

Now you know everything about how to diversify this example project and make your own game. Try adding more pikes, animate them as you want, drag the saws, delete or duplicate crystals, add new objects and swap existing ones. By means of MANU tools, you can easily do it, just use your imagination. Nail it!

## Save and export project

To save the current project, go to `Main Menu` > `File` > `Save` or use shortcut `CMD + S` on macOS / `CTRL + S` on windows.

<div data-full-width="false"><figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2Fsmdu8WAUPBvsflw8LUs0%2FGroup%2028.png?alt=media&#x26;token=386bc1c8-d23e-48a6-9740-a1fcc2d8f8f9" alt=""><figcaption></figcaption></figure></div>

To export this project into a finished (ready-to-play) game go to `Main Menu` > `File` > `Export to Game Store` or use shortcut.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FlRIxhXnGiRbaTuHIkN8n%2FGroup%2040.png?alt=media&#x26;token=b9380ec3-5377-4e4f-a7bb-bcd822ba3cb8" alt=""><figcaption></figcaption></figure>

In the export window that opens, you will be prompted to enter your game's **Manu Marketplace** download code. Please follow the link provided in the instructions or the link [manu.org](https://manu.org)

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FXgwQslxw5fsrVp9cT0Wz%2FGroup%2041.png?alt=media&#x26;token=dda4292b-e583-4256-8895-4f95303a4764" alt=""><figcaption></figcaption></figure>

If you're not already registered with **Manu Markeplace**, it shouldn't take more than 30 seconds. Then click on the profile icon, in the upper right corner next to your nickname. From the drop-down menu, select **Games**.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FxVXae4GFEp7NCRIYBd38%2FGroup%2042.png?alt=media&#x26;token=0937986c-05d9-41f6-998e-53e7466024a5" alt=""><figcaption></figcaption></figure>

Click **Create new game** to create a new game profile.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FznbMAqRgnGSztEJ5jgto%2FGroup%2043.png?alt=media&#x26;token=de093c11-d3a4-4dda-9529-ebdbbbdf5f88" alt=""><figcaption></figcaption></figure>

Create a game profile by filling out the "*Game Name*", "*Categories*" fields and add a description for your game in the "*Description*" field. After that, click on the **Generate** icon in the "Generate code for export from Manu" field and copy it to the clipboard using the **Copy to clipboard** button next to it.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2Fy26wsuiECTxqff57OSsQ%2FGroup%2044.png?alt=media&#x26;token=88d58808-1c13-4522-b3e8-b05e8f488065" alt=""><figcaption></figcaption></figure>

Go back to the Manu export window and paste the copied code into the "*Enter code*" field by clicking on the **Paste from clipboard** icon to the right of the field. Click on the unlocked **Export Game** button.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FhdvBpcVBT0TKzS0BrZWJ%2FGroup%2045.png?alt=media&#x26;token=f0c1977c-6544-41dc-b14c-e5de9fa20e6e" alt=""><figcaption></figcaption></figure>

Wait for the game to upload to Manu Marketplace.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FdIxuRKNJycLDsPmlQ0Pt%2FGroup%2046.png?alt=media&#x26;token=2453a3fb-4fb7-43d2-bd5f-63880c248419" alt=""><figcaption></figcaption></figure>

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FoKo66X475LW78rNp5LL7%2FGroup%2047.png?alt=media&#x26;token=9a11f6ba-1f20-4ffa-addd-98783e6dcbbf" alt=""><figcaption></figcaption></figure>

Go back to your game's profile on **Manu Marketplace** and in the game file management block that appears, you'll see that a **Launch** button has appeared, and under it a **Publish** switch. Once the **Publish** switch is enabled, your game will become available to other users.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2F2oJm2KIbF8nn0nW3VST9%2FGroup%2048.png?alt=media&#x26;token=b6c8ed6e-e2a7-4a65-957e-035bd18baeb5" alt=""><figcaption></figcaption></figure>

You can find your game in the catalog in the category specified in your profile.

<figure><img src="https://4240499350-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lt-sE9MYKe9pZOcHwg5%2Fuploads%2FwD68sOQCbLR0EouvcnUM%2FGroup%2049.png?alt=media&#x26;token=e59b8ea3-e31e-4ec0-872c-eac2fb08a456" alt=""><figcaption></figcaption></figure>

Any wants to play your game, including you, must to download Manu Game Launcher first. You will find it on [Launcher download page](https://manu.org/launcher) on Manu Marketplace.∂

## Sharing results and receiving feedback

Now, you can share your results with your friends. Suggest them to play the game that was created by you. Don't forget to share with us as well. Publish your game project on [Discord](http://download.manu.co/JoinDiscord) and social media. Don’t forget to use the hashtag **#madewithmanu** and you will definitely receive feedback and comments from us! Keep up to date with all MANU news, connect and stay in touch by following us on social media.

* [Facebook](https://www.facebook.com/manuvideogamemaker/)
* [Youtube](https://www.youtube.com/channel/UCS9N0xkRVt5KA6CDEmlkmKQ)
* [Instagram](https://www.instagram.com/manuvideogamemaker/)
* [Twitter](https://twitter.com/manugamemaker)
* [Reddit](https://www.reddit.com/r/manuvideogamemaker/)

Congratulations on your first achievement with MANU! Way to go!
