Tutorial
This tutorial takes about ten minutes. You need Turian and the .NET 10 SDK installed.
1. Create a project
Launch Turian Studio and choose File → New Project…, pick a folder and name it HelloTurian. Or, from a
terminal:
turian-cli new HelloTurian
turian-studio --project HelloTurian
The new project contains a starter scene, Assets/scene-01.prefab, with a Camera, a Light and a Box.
Double-click it in the Assets panel to open it.
2. Find your way around

- Scene Tree (left) — the nodes of the open scene.
- Scene / Game (centre) — the editor's view of the scene, and what the game camera sees.
- Inspector (right) — the selected node's transform and components.
- Assets / Output (bottom) — the project's files, and the log with compiler errors.
Every panel can be dragged to another spot, stacked into tabs or floated; Studio remembers your layout.
3. Move something
Click Box in the Scene Tree. In the Scene view, press W for the move tool and drag an arrow, or type a new Position in the Inspector. Hold the right mouse button in the Scene view and use W A S D to fly around.
4. Write a script
Create Assets/Spinner.cs in your code editor:
namespace Usercode;
public class Spinner : Component
{
/// <summary>Degrees per second.</summary>
public float speed = 90f;
public override void OnUpdate(float deltaTime) =>
Node!.Transform.SetRotationY(Node.Transform.Rotation.Y + speed * deltaTime);
}
Save it. Studio recompiles in the background; the status bar shows the task and the Output panel reports success or errors.
5. Attach it
Select Box, click Add Component in the Inspector and choose Spinner — or drag Spinner.cs from the
Assets panel onto Box. The Inspector now shows a speed field. Save the scene with Ctrl+S.
6. Play
Press F5. The Game view runs your scene: the box spins. Press F5 again to stop — the scene returns to exactly how it was, because Play Mode runs on a copy. F6 pauses and F10 advances one frame.
7. React to input
Make the box spin only while Space is held:
public override void OnUpdate(float deltaTime)
{
if (!Input.IsKeyDown(Key.Space)) return;
Node!.Transform.SetRotationY(Node.Transform.Rotation.Y + speed * deltaTime);
}
Click inside the Game view so it receives the keyboard, then hold Space. Escape hands the keyboard back to Studio. For rebindable controls and gamepads, see Input.
8. Export the game
Choose Project → Export, or:
turian-cli export HelloTurian
Turian compiles the project in Release mode and writes a self-contained game to HelloTurian/Output/: an
executable named after the project, its packed assets in Content/, and the settings it needs. Zip that folder and
share it — players do not need .NET installed.
Project → Build & Run is the quicker loop while developing: it builds a debug version and launches it in its own window.
Next steps
- Main concepts — the vocabulary in one page.
- Programming your game — lifecycle and the Inspector.
- Components — the component model in depth.