AI keeps writing Unity code that won't compile? Paste this before you ask it for anything.
It stops Cursor and ChatGPT from inventing APIs and mixing up Unity 6 with 2022. Free, copy it ๐
@pburghdoom the green-on-a-broken-build catch is a good one. in godot a runtime error can kill a test without a fail, so i have the agent also grep the output for SCRIPT ERROR and treat any hit as a fail. pairs well with the --write-movie check
@godotengine@jetbrains great news. rider's godot support is a big deal for the C# side, real breakpoints while the game runs beats spamming print() everywhere
@unitygames nice. tip for anyone entering: test on a copy of a real project, not a blank one, and attach a tiny repro project to each report. a small repro is what gets a bug confirmed fast
@dextune the play-test part is what's been missing. on the unity side agents still break stuff by touching .meta files or using old APIs, so i pair it with a short rules file: pin your unity version, .cs edits only. free one: https://t.co/4zEO1GmtQW
@unitygames nice, overnight bakes are where this pays off. tip: log bake time per scene on the contact sheet too, makes it obvious which scene's lightmap settings are blowing up the whole queue
@PenguinWeb3 good list. from using these in unity, the big studio setups are fun but a short rules file does more day to day: your exact unity version, only edit .cs files, never touch .meta files. free one if anyone wants a start: https://t.co/4zEO1GmtQW
@rewind02 love the judge-itself part. cheap one that helps a lot in godot: have it run godot --headless --quit after every change and read the output. catches gdscript parse errors and missing nodes before you ever open the editor
@0xKense1 11.7k lines you didn't write is where it gets tricky. have claude keep a short notes file on how the systems connect and read it before each task, and pin your unity version so it stops mixing old APIs. free rules file: https://t.co/4zEO1GmtQW
@unitygames MethodReload is the one i'm testing first, waiting on domain reload is most of my day lol. tip if you're prepping for CoreCLR: turn on Enter Play Mode Options with domain reload off now and fix your statics. it shows the same bugs early
@rrrr_indev robot fighters are a fun one to build with claude. tip: have it put move data (damage, startup frames, hitbox size) in ScriptableObjects instead of hardcoding it. then you tune balance in the inspector without a new prompt every time
@EscuerFlorian looks great. one thing that'd save you later: have claude wrap the camera + cubemap rebuild in an editor menu item. then when you fix the blender interiors you rebake every greenhouse in one click instead of redoing it by hand
@Stefan_3D_AI fun test. for the full game stage, did they all get the same unity version up front? half the bugs i see from models in unity aren't bad logic, it's mixing old and new APIs like rb.velocity vs linearVelocity
@AverageAiBro yeah, commit first is non-negotiable with those skills. i also keep a short rules file so the agent stops deleting usings and inventing apis between unity versions. free starter: https://t.co/4zEO1GmtQW
@manooo love the console-fix loop. tip for unity + claude: pin your exact unity version in a short rules file (2022 vs 6 apis are different) or it'll mix rb.velocity and linearVelocity and you'll chase ghosts for an hour