AI Command Lab // Flight Simulator

1E: The Blueprint

Initial AI Output (Fragile)

// PlayerManager.cs (Audit Failure: Too Tangled!)
public class PlayerManager : MonoBehaviour {
    // Movement data
    // Health data
    // Coin data
    
    void Update() {
        // 50 lines of movement logic
        // 30 lines of damage logic
        // 20 lines of UI updating
    }
}

Initial AI Prompt

"You ask a simple AI: "Write a player script for JumpQuest that handles movement, health, and gold collection.""

Pilot Comm Link

Mission Objective: Tell the AI to multiply the movement by Time.deltaTime for frame rate independence.