Main concepts

Turian Studio: scene tree, scene view, inspector and asset browser

Project

A project is a folder with an Assets/ directory. Everything your game is made of — scenes, models, textures, scripts, settings — lives under Assets/. Turian keeps imported artifacts and build output in a .Cache/ folder next to it, which you never edit and should not commit to version control.

Scene and prefab

A scene is a tree of nodes saved as a .prefab file. A level, a menu, a character or a reusable prop are all the same thing on disk: a node hierarchy. You open a scene in Studio by double-clicking it in the Assets panel; at runtime you load it or instantiate it as many times as you like.

The startup scene, chosen in the project's Player Settings, is the one a built game opens first.

Nodes

Every object in a scene is a node. Nodes form a parent-child tree: moving, rotating or scaling a parent moves its children with it. Every node has a Transform (position, rotation and scale) and a list of components.

Components

A component is a C# class attached to a node. Components are the "how": a ModelComponent draws a model, a CameraComponent defines a view, a LightComponent lights the scene, and your own components hold the game's logic. Built-in components ship with the engine; your own are classes that inherit from Component:

namespace Usercode;

public class Spinner : Component
{
    public float speed = 90f;

    public override void OnUpdate(float deltaTime) =>
        Node!.Transform.SetRotationY(Node.Transform.Rotation.Y + speed * deltaTime);
}

Public fields and properties appear in the Inspector, where you edit them per node.

Assets

An asset is any file under Assets/. Turian imports each source file — a glTF model, a PNG texture, a .ui document — into an engine-ready artifact, and gives it a stable id stored in a .meta file beside it. References between assets and from scenes use those ids, so moving or renaming a file never breaks anything. Keep .meta files in version control.

Data assets are your own C# classes, saved as assets and edited in the Inspector — the Turian equivalent of Unity's ScriptableObjects.

Scripts

Any .cs file under Assets/ is part of your game's code. Studio compiles the scripts when they change and swaps the new assembly in without restarting. Export uses the same scripts to build a standalone executable.

Studio and the CLI

Turian Studio is the editor. turian-cli runs the same pipeline without a window: create projects, compile, export, play and inspect scenes, ideal for continuous integration. See the CLI page.


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