I suppose that you simply link to the generated library from the ‘lib’ folder (something like libUrho3D.so.a). And point your compiler to the generated include folder. It all depends on how you’ve built it, if you’re using some IDE. You can start by looking at the hello world example from the Samples directory. There’s really not much to say here. Once you’ve built it you should be required to know how to handle third party headers and libraries.
Unless… you mean a project into the editor. In which case there’s no such thing. You just create scenes that you can load from your code.
Again, check out the examples and/or the documentation. You can learn a lot from there.
I’m not sure I really understand this. Unless you’ve never been initialized to how compilers work. In which case, there’s not really much to be done here.
Or maybe you mean some executable generated by the editor. Which again, not something that the editor does. There’s a ‘player’ so to speak which you can tell it to run a certain script in the command line if you’ve used scripting instead of C++.
Again, check out the documentation, check out the examples from the Samples directory in the Source folder if you’re using C++ or their script version from the bin/Data/Scripts directory. And the rest should be straight forward.