本文へスキップ
Workflow

How to keep building with placeholder assets

A beginner workflow guide for using temporary art, UI, and audio without stalling your first game project.

公開日: 2026-06-24#Placeholder Assets#Workflow#UI#Beginner

Quick Start

Start with a tiny working version

Placeholder assets are useful when they help you make decisions before final content exists. They are not just cheap substitutes for finished art.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

AssetChecklistTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float licenseRiskScore = 1f;
    [SerializeField] private float prefabCount = 2f;
    [SerializeField] private float textureMemoryMb = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

AssetChecklistTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "候補を見る" : step == 1 ? "安全性を確認" : "最小導入する";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlicenseRiskScore={licenseRiskScore:0.##}\nprefabCount={prefabCount:0.##}\ntextureMemoryMb={textureMemoryMb:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

AssetChecklistTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\nlicenseRiskScore={licenseRiskScore:0.##}\nprefabCount={prefabCount:0.##}\ntextureMemoryMb={textureMemoryMb:0.##}";
        }
        Debug.Log($"アセット導入チェック: {label}");

Complete script

AssetChecklistTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class AssetChecklistTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float licenseRiskScore = 1f;
    [SerializeField] private float prefabCount = 2f;
    [SerializeField] private float textureMemoryMb = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "候補を見る" : step == 1 ? "安全性を確認" : "最小導入する";
        if (statusText != null)
        {
            statusText.text = $"{label}\nlicenseRiskScore={licenseRiskScore:0.##}\nprefabCount={prefabCount:0.##}\ntextureMemoryMb={textureMemoryMb:0.##}";
        }
        Debug.Log($"アセット導入チェック: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A beginner workflow guide for using temporary art, UI, and audio without stalling your first game project.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.