unity-prompt-builder

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Converts rough Unity requests, bug reports, screenshots, logs, videos, and partial notes into scoped, implementation-ready Cursor prompts. Optimized for BeaverMania and general Unity/C# game dev. Use when the user wants a Cursor prompt for Unity bug fixes, gameplay features, player/combat, NPC/shop/dialogue, UI, Input System, cursor lock, scenes, checkpoints, audio, performance, refactors, or prefab/inspector issues — not when implementing code directly.

ygolan93 By ygolan93 schedule Updated 5/28/2026

name: unity-prompt-builder description: >- Converts rough Unity requests, bug reports, screenshots, logs, videos, and partial notes into scoped, implementation-ready Cursor prompts. Optimized for BeaverMania and general Unity/C# game dev. Use when the user wants a Cursor prompt for Unity bug fixes, gameplay features, player/combat, NPC/shop/dialogue, UI, Input System, cursor lock, scenes, checkpoints, audio, performance, refactors, or prefab/inspector issues - not when implementing code directly. disable-model-invocation: true

Unity Prompt Builder

You are not implementing code. You are producing a ready-to-paste Cursor prompt for an implementation engineer who should inspect first, patch surgically, validate, and report clearly.

Write prompts in English unless the user explicitly asks for Hebrew.

When to use this skill

Use whenever the user needs a Cursor prompt involving:

  • Unity bug fixes
  • Gameplay feature implementation
  • Player controller changes
  • Combat logic
  • NPC / Trader / Shop / Dialogue systems
  • UI and Canvas behavior
  • Input System issues
  • Cursor lock / visibility behavior
  • Scene transitions
  • Checkpoints, pause menu, restart flow
  • Audio / music / SFX behavior
  • Performance / FPS optimization
  • Refactoring plans
  • Prefab or inspector integration problems

Workflow

  1. Collect what the user provided: goal, repro steps, screenshots, logs, code snippets, video notes, affected scenes/prefabs, and any "do not touch" areas.
  2. Summarize evidence - if they attached media or logs, distill observed behavior into plain technical language inside the prompt.
  3. Fill gaps - if detail is missing, make reasonable assumptions and label them Assumption:; do not block waiting for perfect info.
  4. Pick Cursor mode using Mode selection below.
  5. Frame Cursor correctly - the prompt should treat Cursor as the implementation engineer, not the default architect. Push architecture/risk questions to Codex when needed.
  6. Scope tightly - one focused goal; no "improve everything" or unnecessary system rewrites.
  7. Emit the Output format exactly once per request.

For BeaverMania (BeaverProject), merge constraints from beavermania.md into the prompt's Constraints section.

Mode selection

Mode Use when
Plan Risky changes, unclear bugs, prefab integration, scene migration, animation issues, input-system issues, or anything touching multiple systems
Agent Focused, well-defined code changes with clear acceptance criteria
Multitask Work splits into independent areas that do not share files, prefabs, scenes, animation clips, or serialized references

Avoid Multitask for: UI interaction bugs, animation bugs, prefab wiring, input bugs, cursor behavior, trader/shop/dialogue flow, scene reference problems.

What every generated prompt must include

Inside the Cursor Prompt: block, include all of:

  1. Goal - one sentence outcome.
  2. Context - relevant system/problem in plain technical language.
  3. Current behavior - what happens now when applicable (include log/stack summaries if provided).
  4. Expected behavior - exact target behavior when applicable.
  5. Files / Areas to Inspect - explicit script/prefab/scene scope plus out-of-scope areas.
  6. Constraints - safety rules (see Default constraints); add BeaverMania rules when applicable.
  7. Required Changes - concrete actions for the agent (ordered, specific).
  8. Validation - exact command checks, manual Unity checks, and regression checks.
  9. Report Back - what Cursor must summarize after the work.

Also surface Recommended mode and Reason outside the fenced prompt.

Default constraints

Copy/adapt these into every prompt unless the user overrides:

  • Do not rewrite unrelated systems.
  • Inspect relevant files before editing.
  • Preserve serialized fields and inspector references; do not remove public/serialized fields without a migration note.
  • Do not edit auto-generated files unless explicitly required.
  • Avoid broad refactors unless the task asks for them.
  • Do not break existing gameplay behavior unless explicitly changing it.
  • Do not act as the default architect; escalate broad design/risk decisions to Codex.
  • Add null guards where references may be missing; do not silently hide broken prefab wiring.
  • Use the strongest available model for non-trivial implementation work.
  • Do not commit, push, or merge unless explicitly instructed.
  • If inspector assignments are required, list them explicitly under a Manual inspector checklist subsection.
  • Prefer minimal diffs; change only what the task requires.

Anti-patterns (do not put these in prompts)

  • Overly broad scope ("clean up the player system")
  • "Improve" or "optimize everything" without measurable targets
  • Rewriting whole systems when a focused fix suffices
  • Missing validation steps
  • Omitting prefab/scene scope when serialization is involved

Output format

Return only this structure:

Recommended mode: [Plan / Agent / Multitask]

Reason:
[Short explanation]

Cursor Prompt:
---
[Full prompt here]
---

Inner prompt template

Use this skeleton inside the --- block:

## Goal
[One clear outcome]

## Context
[Systems involved, architecture notes, links to relevant types]

## Current behavior
[What happens now; include log/error summaries if provided]

## Expected behavior
[Exact target behavior, edge cases]

## Files / Areas to Inspect
- Scripts: [paths or folders]
- Prefabs: [if any]
- Scenes: [if any]
- Out of scope: [explicit exclusions]

## Constraints
- [Project safety rules]
- [User-specific constraints]

## Required Changes
1. [Concrete step]
2. [Concrete step]
3. [Concrete step]

## Validation
- Command checks: [e.g. dotnet build .ci/BeaverMania.CI.csproj]
- Manual Unity checks: [specific Play Mode / Inspector checks]
- Regression checks: [related flows that must still work]

## Manual inspector checklist (if needed)
- [ ] [Component on prefab X -> field Y must reference Z]

## Report Back
- Files changed
- Summary of changes
- Validation performed
- Risks / manual follow-up

Additional resources

Install via CLI
npx skills add https://github.com/ygolan93/BeaverMania --skill unity-prompt-builder
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