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.
When Unity Play is fine but Player/device builds fail or NRE on scene load: layer A/B/C, use Cursor + Unity MCP to read the Console, verify Build Settings and serialized refs—with a stack sample, manual checks, and minimal fixes.
After AI Studio exports a Unity HUD prefab, use Cursor + Unity MCP to subscribe health events, refresh the bar and damage text, with a Play-mode checklist and common break-point fixes.
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.
A practical Unity MCP walkthrough for a playable 3D RPG prototype—third-person movement, real-time melee, enemy state machines, and quest wiring in Cursor or other MCP AI IDEs. Polish UI later when you need it.