> ## Documentation Index
> Fetch the complete documentation index at: https://docs.bezi.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Rapid Prototyping

Move from early idea to playable prototype in less time; test all the ideas to find the best version without sacrificing the deadline.

## How to prototype or iterate on features with Bezi

<Steps>
  <Step title="Ask Bezi to write you an implementation plan" stepNumber={1}>
    Enter [Plan Mode](/fundamentals/plan-mode)

    Explain in detail what you want to build; the ideal result, any key variables you’ll want to play with, and the controller scheme.

    [Pin](/context/pins) the pages, assets, and context (in any connections) that you want Bezi to focus on. This is important; Bezi can quickly replicate a mechanic in a different project if you pin it! 

    Ask Bezi to write you an implementation plan for this feature.
  </Step>

  <Step title="Iterate on the plan " stepNumber={2}>
    The goal is to have a comprehensive implementation plan, with minimal room for Bezi to make assumptions.

    If you want to use this implementation plan again, convert it into a [Page](https://docs.bezi.com/bezi/product/pages-folders) to store and reference in the future. If you want to share it with a teammate, make it a Shared Page for easy distribution! 
  </Step>

  <Step title="Tell Bezi to implement in Agent Mode" stepNumber={3}>
    Move to [**Agent Mode**](https://docs.bezi.com/bezi/modes/agent-mode) and direct Bezi to implement the final plan.
  </Step>

  <Step title="Test and iterate" stepNumber={4}>
    When the agent is done working, click into Unity to test it in action. 

    Continue moving between Bezi and Unity, iterating on the mechanic and seeing the changes in action instantly.
  </Step>
</Steps>

## Prompt examples

1. Generate foundational systems
   * **Prompt Example**: *“Make a first person character controller with mouse-based camera movement”*
   * **Prompt Example**: *“Mock up object pooling for the obstacles and set up the basic obstacle ‘spawning’ and movement system (right to left)”*
2. Experiment with new whitebox mechanics
   * **Prompt Example**: *“Prototype a ghost possession mechanic that lets the player take and relinquish control of other characters when in range and spacebar is pressed”*
   * **Prompt Example**: *“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”*
3. Iterate on existing systems and designs
   * **Prompt Example**: “*Add crouch and jump behavior to the player movement script*”
   * **Prompt Example**: “*Instead of using a Raycast to detect treasure, can we change that to use the hunter collider?*”
   * **Prompt Example**: “*Incorporate the isFalling, isFlying, and isMoving animation bools from @Character.controller into CharacterController.cs*”
