Do not prompt the HUD until Play has a picture
The new Godot dock will happily build an
entire UI tree from one sentence. That
is a feature on the listing and a trap
on Saturday. You cannot review a
hierarchy in chat. You review it on a
phone, or at least in a framebuffer
shot. If the tool cannot see Play, you
hired a file clerk and asked it to art
direct.
File-level MCP, editor plugins, and
runtime-aware docks are different jobs.
The first rewrites scripts. The second
moves nodes. The third can notice that
the panel has no anchors and the jump
still feels floaty. Mix them up and you
spend the afternoon arguing with a model
that never watched the scene. Keep the
model in a small loop: one Control, one
Play, one screenshot or in-editor test.
Then widen. Taste still sits with you —
coyote time, palette, whether the HUD
should exist at all.
October 1 is a useful stop condition.
A showreel clip is a review you cannot
fake with a particle preset. If prompting
plus import took longer than drawing the
panel by hand, retire the dock for this
job and ship the handmade one.
Checklist
-
Name the seat before you prompt: files,
editor, or running game.
-
Ask for one Control (or one room), not
a whole HUD.
-
Hit Play. Save a viewport or
framebuffer shot. That is the review.
-
If the plugin has
test_run,
make it fail on a real assert before
you generate the next widget.
-
Same scene twice should look like the
same scene. If it does not, you have
a slot machine, not a menu.
-
If you would not film fifteen seconds
for the showreel, stop adding chrome.
This afternoon: one panel, one Play, one
screenshot. If the shot is ugly, fix that
panel. Do not prompt the rest of the HUD.