> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/infinite-airplane-shooter-engine-2d/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denvzla-estudio.gitbook.io/infinite-airplane-shooter-engine-2d/getting-started/welcome.md).

# Welcome

## Update 3.0 — User Manual

Build a scrolling 2D airplane shooter with a configurable player, reusable weapons, enemy behaviours, encounters, missions, progression and a complete game interface. Configure the real scene components and content assets through one **Smart Editor**.

This manual describes **Unity 6000.6.5f1 with Universal Render Pipeline (URP) and the 2D Renderer**. It follows the current, unified engine. **GameDemo** is the supplied playable example. Coastal Aces is the example's visual treatment; it does not restrict the engine to a coastal setting, a particular aircraft, or that interface artwork.

![The current Smart Editor and its configuration guide](https://content.gitbook.com/content/XlweTszJ7GanJBLhYFnd/blobs/AnlRaqUcZfIYBgfeARrb/images/03-smart-editor.png)

## Start here

If this is your first import, follow these pages in order:

1. [Check requirements](/infinite-airplane-shooter-engine-2d/getting-started/requirements.md).
2. [Import and configure the project](/infinite-airplane-shooter-engine-2d/getting-started/installation.md).
3. [Run GameDemo](/infinite-airplane-shooter-engine-2d/getting-started/first-run.md).
4. [Learn the Smart Editor](/infinite-airplane-shooter-engine-2d/getting-started/smart-editor.md).
5. [Create your own scene](/infinite-airplane-shooter-engine-2d/build-on-the-engine/new-scene.md).

The first goal is a working copy of GameDemo in your own scene, with one deliberate change you can verify. Create a small weapon or enemy variation next. Build a longer level sequence after that foundation works.

## What you can configure

* **Game flow:** Infinite Mode, Waves or Levels; score, pause, game over and restart.
* **Player:** movement, input, health, weapon origins, shield, skins, tilt and visual shadows.
* **Combat:** a Weapon Library, projectile settings, ammo, pickups, enemy movement, mini bosses and boss phases.
* **Content:** waves, levels, missions, objectives and rewards.
* **Progression:** combo, experience, player level, unlocks, upgrades and shop products.
* **Presentation:** HUD, menus, Mission Panel, Player Profile, announcements, audio and scrolling backgrounds.
* **Performance:** prefab pools and configurable visual feedback.

The asset includes example configurations, prefabs, sprites, effects and a playable scene. Use them to understand the connections, then substitute your own content. Creating original artwork, platform signing, publishing, advertising services and cloud saves are separate tasks; the engine does not automatically provide those services.

## How to read this manual

**Smart Editor paths** look like **Weapons → Weapon library**. A path means a category in the left sidebar followed by a subtab. Properties appear directly below it. The small object selector in a section chooses the actual component, prefab or configuration being edited.

Code-style names such as `A2DWeaponConfig` identify classes or fields for developers. You do not need to write code to use the supplied configurations. Optional programming guidance is collected in [System reference](/infinite-airplane-shooter-engine-2d/build-on-the-engine/reference.md).

Screenshots show the real Unity project and real inspectors. Asset selection, expanded foldouts and window width can change the arrangement. Runtime screens can also contain different scores and balances because they display live data. The text explains which values matter; copying every number in a screenshot is not necessary.

## Offline and online editions

Open **`index.html` in this folder** for the offline manual, including local search, navigation and full-size images. It requires no internet connection. The Markdown files and `SUMMARY.md` are the matching GitBook source. Both editions use the same chapters and images.

For a configuration problem, use [Troubleshooting](/infinite-airplane-shooter-engine-2d/build-on-the-engine/troubleshooting.md) first. For support, email **<denvzla@gmail.com>** with the Unity version, affected scene, Console message and the shortest steps that reproduce the issue. Do not send signing keys or private account credentials.
