Complete context means Bezi can implement or update features that will work with the existing project. This means you can move straight from off-the-wall idea to testing in less time; and you can get the best variation of an idea out without sacrificing a deadline.

How to prototype or iterate on features faster

1

Enter Ask Mode

See the Ask Mode docs to learn more.
2

Ask Bezi to write you an implementation plan

In as much detail as possible, explain what you want to build: the ideal result, any key variables you’ll want to play with, and the controller scheme. At the end of the prompt, ask Bezi to write you an implementation plan for this feature.Tag specific project assets or scripts in your prompt (type @, then the name) to ensure Bezi factors them into the plan. For example, if you want to add a throwing mechanic to your player interactions, pin the player interaction script and the character prefab.
3

Iterate on the implementation plan until it’s set

The goal is to have a comprehensive implementation plan, with minimal room for Bezi to make assumptions.
4

Enter Agent Mode

Stay in the same thread you were iterating in and switch to Agent Mode.See the Agent Mode docs to learn more.
5

Tell Bezi to implement your feature

If you have a precise plan, your prompt can be as simple as “Implement this plan”.If you’re selecting from a few options, you can tell Bezi to “Implement option #2”.
6

Test and iterate

Once the feature is mocked up, click into Unity to see it in action.If Bezi gave you implementation instructions, follow them to complete the set-up, then move into Unity for testing.Continue moving between Bezi and Unity, iterating on the mechanic and seeing the changes in action instantly.Make sure to keep and reject suggestions as you go. If you decide to revert the project to an earlier state, use the Restore Checkpoint button.

Example prompts

Foundational systems:
  • “Make a first person character controller with mouse-based camera movement”
  • “Mock up object pooling for the obstacles and set up the basic obstacle ‘spawning’ and movement system (right to left)”
Experimental whitebox mechs:
  • “Prototype a ghost possession mechanic that lets the player take and relinquish control of other characters when in range and spacebar is pressed”
  • “I want a camera system that moves to a fixed CameraLocation when they enter a collider tagged FixedCam, then lerps back to third person when out”
Adjustments and additions
  • Add crouch and jump behavior to the player movement script
  • Instead of using a Raycast to detect treasure, can we change that to use the hunter collider?
  • Incorporate the isFalling, isFlying, and isMoving animation bools from @Character.controller into CharacterController.cs