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Unity Castle Defense camp plan

Use this page when running Castle Defense as a 5-day camp.

Running a 16-week semester instead? The day tables below are camp-only — map them onto the week map in the 16-week semester plan. Everything else on this page (minimum viable finish, coach triage, common stuck points) applies to either track.

At a glance

DayBlocksGoal
1Setup, Stage 1, Stage 2Unity project opens, enemies move, and waves begin.
2Stage 3, Stage 4, Stage 5Grid, gold, HUD, buying, and tower placement work.
3Stage 6, Stage 7, Stage 8Towers fire, arrows hit, and stronger economy choices appear.
4Stage 9, Stage 10, catch-upWin/lose state and polish are ready.
5Build check, balance, parent demoStudents explain one C# system and one design tuning choice.

Minimum viable finish

A student should leave with a Unity scene where enemies move, towers can be placed, and the game reaches a win or lose state.

Coach triage

  • If Unity imports are slow, start setup before the first teaching block.
  • If scripts do not compile, fix the first console error before reading later errors.
  • If a student is behind, prioritize enemy movement, tower placement, and one ending.

Common stuck points

  • One C# compile error can stop unrelated scripts from running.
  • Sprite slicing and asset import settings need careful checking.
  • Students may tune values without pressing Play again to verify the change.