Prompt Recipes
Prompts that actually work
Verified against a working setup on 2026-08-10
The difference between MCP being useful and being a novelty is almost entirely prompt shape. The pattern that works: tell it to look first, decide second, change third — and make each step something you can check.
Debugging
This is where MCP earns its setup time. No copying stack traces, no describing your hierarchy.
Read my Unity console. For each error, open the file it
points at, explain the actual cause, and propose a fix.
Do not change anything yet - show me the diff first.My player falls through the floor when it spawns.
Inspect the player GameObject and the floor in the open
scene, check their colliders, rigidbodies and layers,
and tell me which of them is misconfigured.Understanding a project
Useful when you return to something after six months, or inherit a project from someone else.
Search my project for all MonoBehaviours that reference
GameManager. Summarise how they use it, and flag any that
would break if GameManager were destroyed on scene load.Look at five scripts in Assets/Scripts/Player. Describe the
conventions they follow - naming, serialisation, how they
get component references - so you can match them in new code.Scene work
Scene edits are the riskiest thing MCP does, so structure the prompt to keep them reviewable.
List every GameObject in the open scene that has a Collider
but no Rigidbody, and is not marked static. For each, tell me
whether it looks intentional. Do not change anything.In the open scene only, find every enemy prefab instance
with maxHealth below 10 and set it to 10.
List exactly what you changed when you are done.Profiling (official relay only)
The relay exposes profiler data, which turns performance work from guesswork into reading numbers.
Take a profiler capture while I play for a few seconds, then
tell me the five most expensive samples by self time and
which scripts they come from.Check GC allocations over the captured frame range.
Identify anything allocating every frame and show me the
line responsible.Writing new code
Read Assets/Scripts/Player/PlayerController.cs and
Assets/Scripts/Combat/Health.cs first. Then write a
StaminaSystem MonoBehaviour that matches their style,
using SerializeField for tunables. Create the file,
then check the console compiled clean.The last clause matters. "Then check the console compiled clean" closes the loop — the model verifies its own work instead of handing you code that does not build.
Prompts that reliably fail
| Instead of | Try | Why |
|---|---|---|
"Fix all the errors" | "Read the console, explain each error, propose fixes" | Forces diagnosis before edits. |
"Make my game run faster" | "Profile it and show the five worst samples" | Otherwise you get generic advice. |
"Clean up my scene" | "List objects with X, then ask me" | "Clean up" has no definition. |
"Build an inventory system" | "Read these two scripts, then write the item class" | Big asks drift from your conventions. |
"Refactor this" | "Extract the input handling into its own component" | Name the change you want. |
The three-step habit
Look, decide, change
Almost every good MCP session follows the same rhythm. Ask it to look and report. Read that report and decide what should happen. Then ask for a bounded change with a summary at the end.
It feels slower than asking for the outcome directly, and it is — by about a minute. It also removes nearly every case where you discover an hour later that something quietly rewrote a prefab you cared about.
The reason is simple: the report step is where you catch a wrong mental model before it becomes a wrong edit. If its description of your scene is off, nothing it does next will be right.
What to take away
- Tell it where to look; do not make it guess.
- Ask for a report before any change.
- Always scope scene edits and demand a summary.
- Have it read existing scripts before writing new ones.
- End code prompts with "check the console compiled clean".
- Name the refactor you want rather than saying "refactor".