Game development
How to make games using Unity and Cursor
A practical loop for editing Unity C# scripts in Cursor and testing them back in the Unity editor.
2 min readYuval Eizik
- tingbase
Unity is where the game runs. Cursor is where you edit the C# and read the diff. The work is the trip between them.
Set the project so both tools behave
Create the game in Unity first. You want a real project, with a scene you can press Play on, before you ask an assistant for code.
Open that project folder in Cursor. Keep your edits in Assets, especially your scripts. Do not let the assistant tidy Library, Temp, or Logs. Unity owns those, and deleting them as a cleanup will only force a reimport.
Leave .meta files alone unless you know why you are changing one. Unity uses them to remember references. A rewritten meta file is a broken prefab you will not see in the diff.
Ask for one script change
Name the script and the behavior. “In PlayerDodge, start the dodge on the button press instead of after a delay” is a request Cursor can attempt. “Build my game” is not.
Read the diff before you accept it. If it added classes you did not ask for, reject those parts. A small wrong change is easier to understand than a new architecture.
Return to Unity and play
Focus the Unity editor so it imports the script. Read the console. If there is a compile error, the play button is lying about your new code. Fix the error, then play.
Test the one behavior. If it is wrong, write what you saw in a sentence and take that sentence back to Cursor. Do not describe a feeling and hope.
Scenes stay in Unity
Move objects, tune values on components, and save scenes in the Unity editor. Asking Cursor to edit a .unity or prefab YAML file by hand is how references break. If a number needs to change, change it on the component, or expose a field and set it in the inspector.
Save when it plays
When the change works in Play mode, commit the script. That commit is the version you can return to. The chat will not remember it for you tomorrow.
Common questions
Do I open the whole Unity project in Cursor?
Open the project, but do your asking inside Assets and the scripts you mean to change. Ignore Library, Temp, and Logs.
Why did Unity not see my script change?
Click back into the Unity window so it refreshes. If a compile error is listed, the new behavior will not run until that error is fixed.
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