# Copilot Instructions ## General Guidelines - First general instruction - Second general instruction ## Code Style - Use specific formatting rules - Follow naming conventions ## Project-Specific Rules - The project uses the Unity Input System (Active Input Handling set to Input System). Avoid using `UnityEngine.Input.GetKeyDown`; prefer `TMP_InputField.onSubmit` or `UnityEngine.InputSystem` APIs. - When discussing project folders and scene visibility, refer to Visual Studio's Unity Project Explorer, not Unity Editor's Project window. - Ensure the Inspector's transition duration is set appropriately to avoid fade transition issues; a duration that is too low can cause problems, rather than the coroutine or scene-loading logic. - In recent Unity versions, Mono may be bundled into the Unity Editor rather than exposed as a separate Windows Build Support module; do not assume Mono is unavailable merely because Unity Hub lists only Windows Build Support (IL2CPP). ## Feature Development Workflow - When starting a feature, implement and validate the mechanic or functional prototype first; defer styling, visual polish, and artistic implementation until the mechanic is proven to work.