Lenga lets you create simple GameObjects first, then replace or refine them as the game becomes clearer.
Create Empty
Use GameObject → Create Empty when you need an invisible object that organizes or marks something.
Empty GameObjects are useful for:
- spawn points
- camera targets
- managers
- folders for groups of objects
- markers for effects, weapons, pickups, or UI anchors
An empty GameObject still has a Transform, so it can hold a position in the scene.
3D Primitive Objects
Use 3D primitives when blocking out 3D scenes.
The 3D object menu includes shapes such as cubes, spheres, cylinders, planes, and quads. These are useful for:
- testing scale
- laying out rooms
- marking playable spaces
- prototyping interactable objects
- building early 3D gameplay before final models arrive
Primitive objects are not lesser objects. They are normal GameObjects with components already attached so they can appear in the scene.
2D Primitive Objects
Use 2D primitives when you need quick visible shapes while designing 2D scenes.
The 2D object menu includes shapes such as rectangles, circles, triangles, lines, rings, and polygons. These are useful for blocking out:
- walls
- hazards
- pickup areas
- simple UI markers
- temporary gameplay objects
You can also create sprite, tilemap, and particle system objects from the same flow when the object needs a more specific 2D role.
Replace the Placeholder When the Design Is Ready
A good early workflow is:
- create a placeholder GameObject
- place it where the idea should live
- add the components needed to test the idea
- rename it clearly
- replace the placeholder visuals later
This lets you keep building instead of waiting for final assets.