[{"data":1,"prerenderedAt":67},["ShallowReactive",2],{"knowledge-\u002Fknowledge\u002Fgame\u002Funity\u002Fgetting-started":3},{"id":4,"title":5,"appliesTo":6,"body":8,"description":52,"extension":53,"meta":54,"navigation":55,"path":56,"publishedAt":57,"seo":58,"status":59,"stem":60,"tags":61,"technologies":64,"updatedAt":57,"__hash__":66},"knowledge\u002Fknowledge\u002Fgame\u002Funity\u002Fgetting-started.md","Unity プロジェクトを読み始めるための入口",[7],"Unity 6",{"type":9,"value":10,"toc":45},"minimark",[11,15,19,22,39,42],[12,13,14],"h2",{"id":14},"概要",[16,17,18],"p",{},"Unity プロジェクトは、シーン、アセット、スクリプトの関係を小さく追うと理解しやすくなります。まずは起点となるシーンと、そこから参照されるコンポーネントを確認します。",[12,20,21],{"id":21},"確認する順番",[23,24,25,29,36],"ol",{},[26,27,28],"li",{},"起動時に開くシーンとゲームオブジェクトを確認します。",[26,30,31,35],{},[32,33,34],"code",{},"Assets"," 配下のスクリプトとアセットの役割を確認します。",[26,37,38],{},"Project Settings のうち入力、ビルド、パッケージ関連を確認します。",[12,40,41],{"id":41},"補足",[16,43,44],{},"プロジェクトによってディレクトリ構成や運用方法は異なります。既存の設計資料、README、チーム内の合意を優先し、推測で設定を変更しないようにします。",{"title":46,"searchDepth":47,"depth":47,"links":48},"",2,[49,50,51],{"id":14,"depth":47,"text":14},{"id":21,"depth":47,"text":21},{"id":41,"depth":47,"text":41},"Unity 6 のプロジェクトを初めて確認するときに、構造を把握する順番を整理します。","md",{},true,"\u002Fknowledge\u002Fgame\u002Funity\u002Fgetting-started","2026-08-14",{"title":5,"description":52},"published","knowledge\u002Fgame\u002Funity\u002Fgetting-started",[62,63],"getting-started","game-development",[65],"unity","iyZUrQ3EqMMcxxvL5mlW5zIAcgsPgYKPzGGwVc5Rfeo",1786795756633]