If you build with an AI agent (Claude Code, Cursor, Copilot, or anything that can fetch a URL), this site is set up for it. Every docs page is published in a machine-readable form, so your agent can work from the same material you read, without scraping HTML.
/llms.txt: a curated markdown index of the entire docs site in the llms.txt format. It is generated from the site's navigation, so it never drifts from what humans see. Each entry carries a one-line summary and links to the raw version of the page./raw/<path>.md: every page served as source markdown. The pattern is the page URL with a raw/ prefix and .md suffix: this page is /luna/ai-development, so its raw form is /raw/luna/ai-development.md (the .md is optional). No HTML chrome, no scripts, just the markdown.This covers the whole site: Luna pages, the UI Toolkit guides, and the docs for every CupkekGames package (inventory, gamesave, rpgstats, and the rest).
The reliable pattern is the same everywhere:
/llms.txt first. It is the map; agents that read it stop guessing URLs and stop hallucinating APIs that are not there./raw/luna/views/saveload.md and /raw/gamesave/luna.md, nothing more.CLAUDE.md, Cursor rules, or equivalent): a line like "Luna UI docs: fetch /llms.txt from the docs site and read the relevant /raw/... pages before writing Luna code" is enough.UIViewComponent subclass is pattern-following work. Feed the agent /raw/luna/firstview.md plus the relevant migration guide (UITK or uGUI) and hand it one screen at a time.Prompts that work well, adapted to your project paths:
Read /llms.txt on the Luna docs site, then read /raw/luna/migrate-uitk.md and /raw/luna/firstview.md. Convert Assets/Scripts/UI/ShopScreen.cs (a C#-built UITK screen) into ShopScreen.uxml plus a UIViewComponent subclass. Keep the existing public methods so callers do not change. Query elements only in OnUILoaded.
Read /raw/luna/theme-stack.md and /raw/luna/styling/colors.md. Restyle my existing UXML screens to use Luna theme tokens and utility classes. Do not set inline styles; use USS classes.
Read /raw/luna/features/spotlight.md. Add a three-step onboarding tour over my existing HUD that highlights the inventory button, the quest tracker, and the settings gear.
These are the mistakes agents make most often with Luna; putting them in your project instructions saves review cycles:
OnUILoaded, never in Awake. The visual tree arrives asynchronously through PanelRenderer.NavConfigSO owns it (Theme Stack).class="btn" on buttons. The one standard control that does not auto-skin.luna: UXML namespace prefix, and Luna's ProgressBar is not Unity's ui:ProgressBar.The imported samples are real, working reference implementations: Assets/Samples/LunaUI/<version>/Showcase/ contains a full game-style shell, a per-component storybook, and single-feature scenes. Pointing your agent at a sample screen that resembles what you want ("build my quest log like the Showcase Quests tab, read those files first") consistently beats describing the goal from scratch. The Samples page maps every demo scene to its feature docs.
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