Prompt file imported from gabriel-klettur/RogueLike (
.windsurf/workflows/valkur-context-bootstrap.md). Copyright stays with the author.
Goal
Start any new Valkur Unity session with full technical context, zero assumptions, and a regression-aware plan.
0) Operating context (MCP + Windsurf)
- Assume all work is executed through Windsurf using MCP-connected tools.
- Treat Unity as the runtime/editor authority: prefer Unity-side files, settings, and scene wiring over assumptions.
- If behavior depends on scene state, ask for playmode/console evidence before broad refactors.
- Keep edits deterministic and traceable with file references.
0.1) Load workspace rules first (mandatory)
- Read
.windsurf/rules/workspace-engineering-rules.md. - If task touches Unity, read
.windsurf/rules/unity-workspace-rules.md. - If task touches Python, read
.windsurf/rules/python-workspace-rules.md. - If task touches both, enforce both rule sets and document cross-stack assumptions.
1) Load canonical project context (must-read)
- Read
unity/README.md. - Read
unity/MIGRACION_PASO_A_PASO.md. - Extract current migration status, completed phases, and pending steps.
2) Load runtime architecture entry points
- Read
unity/Valkur/Assets/_Project/Scripts/Gameplay/GameplaySceneSetup.cs. - Read
unity/Valkur/Assets/_Project/Scripts/Gameplay/EntitySetup.cs. - Read
unity/Valkur/Assets/_Project/Scripts/UI/HUD/HUDBootstrap.cs. - Read
unity/Valkur/Assets/_Project/Scripts/UI/HUD/HUDManager.cs.
3) Load combat + HUD critical modules
- Read
Gameplay/PlayerController.cs,Gameplay/MeleeCombat.cs,Gameplay/Spells/SpellCaster.cs. - Read
UI/HUD/TargetHUD.cs,Gameplay/Combat/WorldHealthBar.cs. - Read
Gameplay/Combat/CombatRangeVisualizer.cs.
4) Load engine conventions
- Read
unity/Valkur/ProjectSettings/TagManager.asset. - Record tags/layers/sorting layers currently active.
- Confirm render pipeline assumptions (URP 2D).
5) Build a Session Context Card (mandatory output)
Create a concise card with:
- Architecture map: Bootstrap -> Scene setup -> EntitySetup -> Runtime systems.
- Layer/tag map (Player/NPC/Projectile/World/Pickup/UIBlocker).
- Sorting layers map (Default, Ground, Entities, Projectiles, VFX, UI_World, Overlay).
- Input and combat bindings currently active.
- HUD wiring map (PlayerHUD, TargetHUD, WorldHealthBar, mouse targeting).
- Current migration progress and open debt.
6) Valkur regression checklist (run every session)
Image.Type.Filledbars must have a sprite assigned.- Components added after
Initialize()must force-sync initial state. - Inactive prefab templates create inactive clones unless explicitly activated.
- World-space UI bars must use the correct sorting layer/material.
- URP compatibility: avoid GL-only render paths.
7) Execution discipline
- Create/update task TODO list before coding.
- Propose a multi-step plan.
- Implement minimal root-cause fix first.
- Validate with a short scenario matrix.
- Summarize with file references and what changed/why.