For Unity / Godot / Cocos programmers: why Cursor scripts do not fix UI shell layers; acceptance checklist after design import, when Unity MCP / Godot MCP pay off, and binding logic after Studio Prefab export.
Before asking Godot MCP in Cursor, define a health_changed signal contract so the HUD connects without deep get_node paths—prompt templates, GDScript samples, anti-patterns, and Play acceptance.
Generate or import UI in AI Studio, then drive logic and debugging via Cursor with Godot, Unity, or Cocos MCP. Includes a chibi match-3 recording—from Studio export to a playable slice without hand-written code.
Ship a Godot 4 platformer prototype via MCP: CharacterBody2D feel, TileMap levels, simple enemies; bring in VberAI Studio when you need real HUD/title UI.