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1. Create the Project and Player

This chapter creates a clean project, configures its PS1 identity, and uses the native first-person preset. The preset is important: it creates a complete, compatible controller stack instead of asking you to assemble movement and camera components manually.

Create an Empty Project

  1. Launch Polygon Engine and wait for the Project Hub.
  2. Select New Project....
  3. Enter Two Room Relay as Name.
  4. Choose a writable Location outside the Polygon Engine installation. The editor creates a Two Room Relay folder inside that location.
  5. Set Template to New Blank Project (recommended).
  6. Select NTSC for a 60 Hz tutorial build. PAL also works, but use one region consistently through the tutorial.
  7. Select Create Project.

The project opens with Scenes/scene_main.json. Do not edit the scene JSON or anything under Library/ by hand.

Configure the PS1 Project Identity

Open Project > Project Settings... and set:

SettingTutorial valueWhy it matters
Project NameTwo Room RelayUser-facing project identity
Disc Image NameTWO_ROOM_RELAYGenerated disc output name
PS1 ExecutableRELAY.EXEValid uppercase PS1 8.3 filename
Far Distance (world units)24Keeps ordering precision practical for this compact level
Save File IDTWO_ROOM_RELAYUnique 1-20 character memory-card identifier
Save Display TitleTWO ROOM RELAYTitle shown by memory-card tools

Keep the generated default budgets. Select Save before closing Project Settings.

Two Room Relay project settings with the PS1 disc name, executable, far distance and memory-card identity

Use these project settings before building the rooms. Select Save to apply the changes.

Open the image to view it at full size.

Create the Native First-Person Player

  1. Make sure no GameObject is selected as a parent in the Hierarchy.
  2. Select Scene > Create Entity > Player > First Person Player.
  3. Rename the new root GameObject to Player with F2.
  4. In its Transform, set Position to (0, 0.55, 2.0).
  5. Set Rotation to (0, 180, 0) so forward faces the doorway at negative Z.
  6. Leave its scale at the generated value.
  7. Select the original root GameObject named Camera, click the Hierarchy trash button, and confirm Delete. Keep Player Camera, the child of Player. The blank template camera is not needed and would otherwise take priority in Play Mode.

Polygon Engine also creates Player Camera as a child. It is the gameplay camera after removing the blank template camera. The player preset already includes:

  • Collider and Character Controller;
  • Player Input and Player Motor;
  • First Person Controller;
  • Interaction Ray;
  • Spawn Point;
  • a child Camera with a first-person Camera Rig.

Do not add a visible Mesh Renderer to the first-person player. A visible body on the same GameObject can place the camera inside its own geometry.

Confirm the Controller Mapping

Select Player and inspect Player Input:

InputDefault tutorial behavior
Left stick or D-PadMove
Right stickLook when an analog controller is active
CircleRun
CrossInteract or submit a focused UI button

Keep Control Scheme set to First Person. The generated dead zone and look sensitivity are good starting values. You can tune them later without changing runtime code.

For editor testing with a keyboard, use W/A/S/D to move, I/J/K/L to look, Shift to run, Enter or Space for Cross, and F9 for Square. Click the Game view before testing. Once the tutorial adds UI buttons, use I/J/K/L to look because the mouse remains available for the UI.

Checkpoint 1

Press Ctrl+S, enter Play Mode, enable Input in the Game view toolbar, and confirm:

  • enable Stats and confirm that Camera reads Player Camera;
  • the input status shows GameController or Joystick when your controller is connected; Keyboard indicates that no controller is detected;
  • left-stick or D-Pad input changes movement state;
  • right-stick input changes look state on an analog controller.

There is no floor or room geometry yet, so a blank Game view and a falling player are expected. Select Player to see its live position in the Inspector, check that movement and look inputs change the Input overlay, then stop Play Mode. We will test visible movement and collision after building the rooms. Continue with Build Two Rooms.