UdonSharp Starter Examples Index

Start here if the full Udon catalog feels too wide. Work through a few small examples first, then move into synced systems, UI, spawners, pools, and larger world logic once the basics feel predictable.

Start Here

If you are brand new to UdonSharp, follow this order:

  1. Set up a healthy project first.
  2. Build your first interactive button.
  3. Build one local interaction.
  4. Add one shared synced interaction.
  5. Add one utility button players can understand instantly.
  6. Only then move into spawners, UI, pools, or larger systems.

1. Project Setup First

Start with these if your project setup still feels shaky.

Why this comes first:

  • Udon problems are much harder to diagnose if Unity, VCC, or the SDK setup is already unstable.

2. First Local Interactions

These are the best first scripts because they are easy to understand and give immediate feedback in-world.

What you learn here:

  • Interact()
  • Public inspector references
  • Collider and UdonBehaviour setup for a 3D interactable object
  • Moving the local player
  • Resetting transforms
  • Building simple utility props for real worlds

3. First Shared Synced Interactions

Once local interactions make sense, move to shared world state.

What you learn here:

  • UdonSynced
  • ownership transfer
  • RequestSerialization()
  • world state that all players can see

4. Utility Patterns That Help Real Worlds

These are still beginner-friendly, but they move from isolated demos into more practical world workflow pieces.

What you learn here:

  • trigger-based interactions
  • basic feedback systems
  • small player-experience helpers
  • when something should stay local instead of synced

5. Next Step Patterns

After the basics above, these are good "first larger patterns."

Why these come later:

  • They introduce more state, more scene references, or more design decisions than the first utility scripts.

6. A Good Beginner Build Order

If you want one simple mini-roadmap, build a test scene in this order:

  1. Add a teleport pad.
  2. Add a return-to-spawn button.
  3. Add a global synced toggle.
  4. Add a synced door.
  5. Add one resettable pickup or prop.
  6. Add one small feedback system like a welcome message or player count display.

That sequence teaches most of the patterns beginners actually need in small social or utility worlds.

When To Skip Ahead

You can move beyond this starter list when:

  • local interactions already make sense
  • ownership transfer and sync are no longer confusing
  • you can debug missing references and compile errors without guessing
  • you know whether a feature should be local-only or shared

At that point, the wider Udon catalog becomes much more useful instead of overwhelming.

Related Reading

References