v1.0.0 · Unity 6000.0+

PromptModel

AI 3D models for Unity. Type a prompt or drop a reference image inside the Editor — get a Unity Prefab with PBR materials, LODs, and centred pivot in about 60 seconds.

Unity 6000.0+ URP & Built-in Editor Tool No Subscription
PromptModel is a hybrid product. The Unity package is what you imported; the generation itself runs on a paid backend at model.promptmotion.dev. Both are covered by your one-time Asset Store purchase. See How It Works for the full round-trip.
Internet connection required. AI inference happens on the backend, not in the Editor. The package itself is offline-installable, but generation needs network access to model.promptmotion.dev.

This document covers everything from first-run activation through the troubleshooting table. If you only have five minutes, read Quick Start and Writing Prompts.

Installation

Import once. The Editor window lights up immediately.

From the Unity Asset Store

Open Package Manager
In Unity 6000.0 LTS or later, open Window → Package Manager and switch the dropdown to My Assets.
Find PromptModel, click Download then Import
Accept the import dialog with everything checked. The package lands at Assets/PromptModel/.
Wait for compile and dependency resolution
Unity recompiles editor scripts and pulls three UPM dependencies on first import (~30–60 s). See Dependencies.
Open the window
Window → PromptModel. The activation banner appears first; everything below it is gated until you bind.

Dependencies

PromptModel pins three Unity Package Manager dependencies. They are added automatically on first import and visible in Window → Package Manager → In Project:

PackageVersionWhy
com.unity.cloud.gltfast6.13.0Imports the downloaded .glb as a Unity model. Unity-official maintained package.
com.unity.nuget.newtonsoft-json3.2.1JSON serialisation for backend requests/responses (Unity's JsonUtility can't handle nullable / dict / optional fields).
com.whinarn.unitymeshsimplifierv3.1.0 (UPM git URL)Generates LOD1/2/3 meshes from the original at 50% / 25% / 10% triangle count. MIT-licensed, battle-tested.

What gets installed

Assets/PromptModel/
  Editor/                 // All Editor-side C#: window, services, importers, helpers
    UI/                   // Window, banner, drop zone, presenter
    Services/             // HTTP client, auth store, generation coordinator
    Importers/            // GLB → Prefab pipeline orchestrator
    Helpers/              // MaterialApplier, LodGenerator, PrefabWrapper
    DTOs/                 // Request/response types
  Documentation/          // You are here
  Samples/                // Showcase scene + sample prefabs
  Generated/              // Output folder; created on first generation
  EULA.md                 // License terms
  README.md               // 30-second intro
Project
💡
Generated content is yours. Anything in Assets/PromptModel/Generated/ belongs to your project and is not overwritten by package updates.

Quick Start

Zero to your first generated prefab in under three minutes (plus generation time).

Open the window
Menu: Window → PromptModel. The activation banner appears at the top.
Paste your invoice number
The IN_xxxxxxxxxxxxxxx string from your Asset Store order email. See Where's My Invoice? if you can't find it.
Click Verify
The server returns your monthly allowance and remaining generations.
Choose Text or Image mode
Text: type a prompt like "wooden treasure chest with iron bands". Image: drop a PNG/JPEG/WebP into the drop zone, drag a Texture2D asset from your Project window, or click to browse.
(Optional) Name the output
The Name field is optional. Blank → derived from your prompt or image filename. See Generated Files for the resulting folder layout.
Click Generate
Wait ~60 s. The status panel shows progress; cancel safely at any time. With Spawn into scene checked, the prefab also drops into your active scene at world origin.
💡
Cache hits are free. An identical (prompt OR image_url, quality_preset, seed) within the 30-day cache TTL returns the previous prefab in milliseconds and uses zero of your monthly generations.

How It Works

From prompt to prefab in one round-trip.

Text pipeline

Prompt FLUX schnell Image TRELLIS GLB Prefab Pipeline

Image pipeline

Reference Image /prod/upload TRELLIS GLB Prefab Pipeline
  1. You click Generate. The window posts { invoice, text_prompt OR image_url, quality_preset, seed } to https://model.promptmotion.dev/prod/generate with your invoice as authentication context.
  2. The backend returns 202 Accepted with a request_id and starts the generation in the background.
  3. The window polls GET /prod/status/{request_id} every two seconds, updating the progress bar.
  4. For text-mode, the server runs your prompt through FLUX schnell (a fast text-to-image model) to get a reference image, then through TRELLIS (Microsoft's image-to-3D model). Image-mode skips the FLUX step.
  5. When the GLB is ready, the window downloads it via a HMAC-signed URL into Assets/PromptModel/Generated/_raw/.
  6. Our import pipeline applies materials, generates LOD0/1/2/3, centres the pivot, and saves a Unity Prefab next to the raw GLB.
  7. If Spawn into scene is checked, the prefab is instantiated in your active scene at world origin and selected.
Generation is editor-only. Once a prefab is on disk it's a normal Unity asset and works in any build target Unity supports (standalone, mobile, console, WebGL). You can't generate new prefabs from a runtime build.

Powered By

Open-source models, third-party hosting, full attribution.

Microsoft TRELLIS

The 3D-generation model is TRELLIS — published by Microsoft Research at CVPR 2025, released under the MIT License. TRELLIS produces a textured mesh from a single reference image and is the strongest publicly-available image-to-3D model as of mid-2026.

FLUX schnell

For text-mode generations, an intermediate text-to-image step uses Black Forest Labs' FLUX schnell. The image it produces is consumed by TRELLIS and not surfaced separately to your project.

fal.ai

Both models are hosted by fal.ai, a serverless AI inference provider. PromptModel's backend is a thin wrapper around fal's API plus our own auth, quota, and caching layers. fal's Terms of Service apply to your use of PromptModel; the relevant pass-through clauses are summarised in EULA § 3.

Whinarn UnityMeshSimplifier

LOD0/1/2/3 generation uses UnityMeshSimplifier (MIT License) at 100% / 50% / 25% / 10% triangle counts respectively.

Unity gltFast

The downloaded .glb is imported by Unity's official gltFast package. From there our import pipeline takes over for material extraction, LOD generation, and prefab wrapping.

Full attribution and license texts for every upstream component are in THIRD_PARTY_NOTICES.md at the package root. If your end-customer EULA needs to disclose upstream dependencies (this is sometimes the case for game studios with strict legal review), copy the relevant entries from that file into your own credits page along with the source URLs.

Writing Prompts

Clear, single-subject, concrete. AI 3D models are a different prompt regime than text-to-image.

What works well

What doesn't work as well

Examples

✔ "wooden treasure chest with iron bands"

Single subject. Concrete materials. Game-ready scope. Reliable.

✔ "blacksmith hammer"

Tight, low-ambiguity prop. Will produce a clean mesh fast.

✔ "stylized low-poly tree stump"

Style hint helps the FLUX intermediate produce a TRELLIS-friendly reference.

✖ "epic medieval battlefield"

Way too broad. TRELLIS produces objects, not scenes.

✖ "Mickey Mouse holding a sword"

Branded character (EULA violation) plus multi-subject (technical issue).

Quality preset

PresetEffectWhen to pick it
Game Ready (default)Heavier mesh simplification (smaller GLB, lower triangle count).Mobile games, VR, anything where draw calls matter.
High DetailMost-detail-preserving simplification fal currently allows.Hero props, Editor screenshots, prototypes where polycount doesn't matter yet.

🎨 Image Input

Drop an image; TRELLIS reconstructs a 3D model from it. Frequently produces sharper outputs than text-mode for visually-distinct subjects.

Three input paths

  1. Texture2D from Project view — drag a Texture2D asset into the drop zone. Requires Read/Write Enabled in the texture's import settings (a clear inline error is shown if not, and the asset is pinged).
  2. OS file from Explorer / Finder — drag a .png / .jpg / .jpeg / .webp file straight from your operating system.
  3. Click to browse — click anywhere on the empty drop zone to open a native file picker.

Limits

PropertyLimit
FormatsPNG, JPEG, WebP (sniffed by magic bytes — we don't trust the file extension)
Maximum file size10 MB
Dimensions64 to 8192 px on each axis
Animated contentFirst frame only (GIF / animated WebP)
TransparencyAlpha channels are honoured for the cutout but not for the 3D output (TRELLIS produces opaque meshes)

What makes a good reference image

💡
Tip: a phone photo against a white wall is a great reference. Aim natural-light, single object, everything else cropped out. No editing needed.
Copyright responsibility is on you. Don't drop in a film still or a screenshot from a game; per the EULA § 5.3 you confirm you own or have a license for any reference image.

📁 Generated Files

Where everything lands and what each file is for.

Assets/PromptModel/Generated/
  _raw/
    req_xxxxxxxx.glb                  // Raw GLB downloaded from the backend
  wooden_barrel/                      // Folder named after your prompt / Name field
    wooden_barrel.prefab              // The prefab to drop into your scene
    wooden_barrel.metadata.json       // Sidecar: prompt + seed (powers "Generate similar")
    wooden_barrel 1.prefab            // Second generation of the same name (Unity's space-suffix)
    wooden_barrel 1.metadata.json
    materials/
      wooden_barrel_mat_00.mat        // Native URP Lit / Standard material
      wooden_barrel_mat_00_basemap.png
      wooden_barrel_mat_00_metallicglossmap.png
    lods/
      geometry_0_LOD1.asset           // 50% triangles (LOD asset names track the source mesh)
      geometry_0_LOD2.asset           // 25% triangles
      geometry_0_LOD3.asset           // 10% triangles
  wooden_barrel_v2/                   // Variations from "Generate similar" get their own folder
    wooden_barrel_v2.prefab           // Original is conceptually v1; variations start at _v2
    wooden_barrel_v2.metadata.json
    ...
  knight_helmet/
    knight_helmet_untextured.prefab   // Prefab suffix when fallback grey material was applied
    knight_helmet_untextured.metadata.json
    ...
Project

Naming

The basename is derived in this order: explicit Name field → your prompt → image filename → pmod_{request_id}. The result is sanitised: lowercase, spaces → underscores, only [a-z 0-9 _ -] kept, max 64 characters.

If a prefab with the same basename already exists, Unity's AssetDatabase.GenerateUniqueAssetPath appends a space-prefixed counter ( 1, 2, …) so the new prefab lands as wooden_barrel 1.prefab in the same folder. We never overwrite a previous prefab. Variations from Generate similar follow a different convention — each gets its own {name}_v{N}/ folder starting at _v2.

The _untextured suffix

If TRELLIS produces a GLB with no PBR textures (rare but possible for very abstract prompts), the pipeline applies a neutral grey fallback material and suffixes the prefab name with _untextured. You'll also see a [PromptModel] WARN: GLB had no PBR textures in the Editor Console.

What's safe to delete

💡 About PBR materials and lighting

Why generated models can look like they have shadows baked in — and how to compensate.

PromptModel uses Microsoft TRELLIS for 3D generation. Like all current AI 3D models, TRELLIS bakes lighting and shadows into the model's texture during generation. The albedo (base color) texture includes the implicit lighting from the reference image, rather than being a clean unlit surface color.

What this means for your scenes

For cinematic / hand-painted-quality PBR projects

This is a fundamental limitation of all current AI 3D generation — Meshy, Tripo, Hunyuan3D, and TRELLIS all share it. We surface it here so you can plan accordingly.

Auto-Spawn

When checked, the prefab drops into your active scene at world origin as soon as it's ready.

The Spawn into scene when done checkbox below the Generate button controls this. Default on; preference persists across Editor restarts.

What it does

  1. Instantiates the prefab in the currently-active scene.
  2. Positions it at world origin (0, 0, 0).
  3. Selects the new GameObject so it shows up in the Hierarchy.
  4. Frames it in the Scene view (SceneView.FrameSelected).

When it's skipped

⚠ Play Mode

The Editor is playing or about to play. Spawning would create a runtime instance that vanishes on stop. Warning logged; you keep the prefab in Project view to drop in manually.

⚠ Prefab Edit Mode

You're editing another prefab. Auto-spawning into the prefab stage would dirty an unrelated asset. Skipped with a warning.

ⓘ Untitled scene

Spawning works, but a separate warning reminds you to save the scene if you want to keep the GameObject.

Auto-spawn is checked at generation completion, not at submit time. A 60-second wait is enough for you to enter Play Mode mid-flight; we re-check before instantiating.

🔒 Activation

Your Asset Store invoice is your license. No signup, no API key, no account.

Paste your Unity Asset Store invoice number into the field at the top of the PromptModel window and click Verify. Your invoice activates the asset across all your installations — there's no machine-specific binding.

Your purchase includes 50 generations every month. Cached prompts return instantly without using your allowance.

What gets sent to the server

Not sent: name, email, IP (other than what's inherent to TLS), Unity Editor analytics, scene contents, or any telemetry beyond the above. See Privacy.

Forgetting an invoice

Choose Window → PromptModel → Forget Invoice. This clears the locally stored invoice.

Monthly Allowance

Each successful generation uses one of your monthly generations. Cache hits and failures cost zero.

 Standard
Generations per month50
Price (one-time)see Asset Store listing
Cache hitsFree (30-day TTL on identical prompt + quality + seed)
Failed generationsDon't count
Image uploads (without generation)Free, separate hourly rate limit
Commercial useYes, with limits in EULA § 5.4

What counts as a generation

A "generation" is a single submission to POST /prod/generate that:

What does NOT count

How the monthly allowance works

Your purchase includes 50 generations every month. Your next allowance arrives at the start of the next calendar month — unused generations do not roll over.

The History panel

The bottom of the window shows your last 10 generations and the most recent quota line. The numbers refresh after every generation and every status poll — no need to manually refresh.

Generate Similar (Variations)

Run the same prompt 4 times in parallel, pick the best one.

TRELLIS is non-deterministic — the same prompt with different seeds produces meaningfully different geometry. The Generate similar button lets you fan out a single prompt into 4 parallel variations, preview each as a thumbnail in a modal, then import only the ones you like.

How to launch

Two entry points, both producing the same result:

What the modal shows

A utility window with up to four slots in a 2×2 grid. Each slot fills in independently as its variation completes:

After you click Import selected, each ticked variation runs through the same import pipeline as a regular generation. The new prefabs land in Assets/PromptModel/Generated/ with names like wooden_barrel_v2.prefab, wooden_barrel_v3.prefab — the original is conceptually v1, so variations start at _v2.

Cost & quota

Each variation uses one of your monthly generations, just like a regular generation. A 4-variation batch uses 4 generations. The modal shows a quota counter that updates after submission.

One batch at a time. While a variation batch is in flight, single-generation requests are blocked with CONCURRENT_LIMIT. Wait for the modal to finish before submitting another generation.

What you can keep

Only ticked + completed slots are imported. Failed slots can't be ticked. If you close the modal without ticking anything, no quota is wasted on import — the generations were already consumed when the batch was submitted, but no asset clutter is added to your project. Unticked variations are deleted from the local cache when you close the modal.

Variations of variations

Imported variations are themselves PromptModel-generated prefabs — so they get their own metadata sidecar and are valid sources for another Generate similar round. The modal carries forward the original prompt, not the variation's seed, so you keep generating off the same intent rather than drifting through transformed-of-transformed.

📄 Where's My Invoice?

Two places. Either is fine.

Option 1: Asset Store website

  1. Sign in at assetstore.unity.com.
  2. Top right → your avatar → My AccountMy Orders.
  3. Find PromptModel in the order list.
  4. The invoice number looks like IN_xxxxxxxxxxxxxxx.

Option 2: order confirmation email

Search your inbox for "Unity Asset Store order confirmation". The invoice number is in the email body and on the attached PDF.

The invoice from a Unity Cloud subscription or Unity Pro license is not the same as an Asset Store invoice. PromptModel only accepts Asset Store invoices for the PromptModel package specifically.

Unity's own help article is at support.unity.com — How can I get an invoice for an Asset Store purchase. The "Where do I find my invoice?" link in the activation banner points there.

💡 Troubleshooting

Every error code the window can show, what it means, and what to do.

The colour bar on each entry corresponds to the in-window action:

Auth errors

INVOICE_INVALID Action: re-enter invoice

The server doesn't recognise your invoice ID.

Fix: double-check the value — full IN_… ID, no spaces or extra characters. Make sure it's a Unity Asset Store invoice for PromptModel, not a Unity Cloud or Unity Pro invoice. See Where's My Invoice?.

INVOICE_REFUNDED Action: contact support

The invoice has been refunded and is no longer valid.

Fix: if you received a refund recently, this is expected. If you didn't, email ragendom@gmail.com with the invoice ID and we'll investigate.

UNSUPPORTED_PACKAGE Action: re-enter invoice

That invoice is for a different Asset Store product, not PromptModel.

Fix: use the invoice from your PromptModel purchase specifically.

Quota / rate-limit errors

QUOTA_EXCEEDED Action: wait

You've used all 50 generations this month.

Fix: your next allowance arrives at the start of next month. See Monthly Allowance.

RATE_LIMIT Auto-retries

You're submitting too quickly. The window auto-retries after a short delay.

Fix: just wait. The retry happens automatically.

CONCURRENT_LIMIT Action: wait

Another generation is still in flight.

Fix: wait for the in-flight one to finish, then submit. Only one generation at a time.

Input / validation errors

INPUT_VALIDATION Action: edit input

The submitted form failed server-side checks.

Fix: usually because text + image were both set or neither was. Pick exactly one and resubmit.

INVALID_IMAGE_INPUT Action: replace image

The reference image couldn't be processed.

Fix: see Image Input. Try a clean photo with the subject filling the frame, neutral background, well-lit.

IMAGE_TOO_LARGE Action: replace image

Image exceeds 10 MB.

Fix: save as JPEG quality 85, or reduce resolution. 1024px on the long side is plenty for TRELLIS.

UNSUPPORTED_IMAGE_FORMAT Action: replace image

File isn't actually a PNG, JPEG, or WebP (we sniff magic bytes).

Fix: re-export from your image editor. Don't just rename a TIFF or BMP to .png.

IMAGE_DIMENSIONS_INVALID Action: replace image

Image is below 64 px or above 8192 px on at least one axis.

Fix: resize. 512–1024 on the long side is the sweet spot.

PROMPT_TOO_SHORT / PROMPT_TOO_LONG Action: edit prompt

Prompt must be 3–500 characters.

Fix: a real description in plain English. See Writing Prompts for what works well.

Provider / pipeline errors

FLUX_FAILED Action: retry

The text-to-image step (FLUX schnell) hit a snag. No quota was charged.

Fix: click Try again. Usually clears up on retry.

TRELLIS_FAILED Action: retry

The 3D-generation step (TRELLIS) failed to process the image. No quota was charged.

Fix: if it persists, the input may be too abstract or too cluttered. Try a clearer reference image or a more concrete prompt.

PROVIDER_RATE_LIMIT Auto-retries

The upstream provider is rate-limited. Window auto-retries after the cooldown.

Fix: wait. If it persists for more than a couple minutes, retry manually.

PROVIDER_AUTH_FAILED Action: contact support

Backend can't authenticate with fal.ai. Server-side issue, not yours.

Fix: wait a few minutes and retry. If it persists, email ragendom@gmail.com with the diagnostic ID.

Service / network errors

NETWORK_ERROR Action: retry

The Editor couldn't reach the PromptModel service.

Fix: check internet connection. If you're behind a corporate firewall, ensure model.promptmotion.dev is reachable. Cloudflare-blocked clients (some VPNs / Tor exits) may also see this.

SERVICE_UNAVAILABLE Auto-retries

Backend is temporarily unavailable (often during a brief restart for maintenance).

Fix: auto-retry handles transient cases. If it persists for more than a few minutes, check the Asset Store listing's update notes.

EXPIRED_DOWNLOAD Auto-retries

The signed download URL timed out before the GLB was fetched. Window re-polls status to get a fresh URL.

Fix: handled automatically.

GENERATION_TIMEOUT Action: check History later

Your generation didn't finish in 5 minutes. The server may still complete it.

Fix: wait a few minutes, then re-open the window and check the History panel — the result may appear there.

PIPELINE_FAILED Action: locate raw GLB

GLB downloaded fine but the post-processing pipeline (materials / LODs / prefab wrap) hit an error.

Fix: the error popup has a Locate raw GLB button — click it to find the GLB at Assets/PromptModel/Generated/_raw/. You can manually drag it into your scene as a placeholder while we investigate. Email ragendom@gmail.com with the diagnostic ID and the GLB attached so we can debug.

INTERNAL Action: contact support

Unexpected server-side error.

Fix: retry once. If it persists, email ragendom@gmail.com with the diagnostic ID. We log every INTERNAL on the server side and will investigate.

Every error message in the window includes a diagnostic: diag_xxxxxx string. Including this in your support email lets us correlate with our server-side logs in seconds.

🔒 Privacy

Short version: we don't sell your data, prompts and images aren't used to train models, and we keep almost nothing about you.

What we collect

What we don't collect

Retention

Third-party processing

Your prompts and reference images are forwarded to fal.ai and Microsoft TRELLIS for inference. fal.ai's Terms of Service govern their handling of your data; they retain inputs only as needed to perform inference. We do not authorise (and they do not perform) model training on customer inputs.

GDPR-style rights

The publisher is in Hungary (EU). Email ragendom@gmail.com for: a copy of all data we hold for your invoice, deletion, or correction. We respond within 30 days. See EULA § 9 for the full text.

Updating PromptModel

Standard Asset Store update flow. Your data persists.

  1. Open Window → Package Manager → My Assets.
  2. If a new version is available, the Update button appears next to PromptModel.
  3. Click Update, then Import. Accept the import dialog.

What persists across updates

What gets replaced

💡
Pinned UPM dependency mismatch? If you've manually upgraded gltFast / Newtonsoft / UnityMeshSimplifier and the PromptModel update bumps the pinned version lower, Unity keeps the higher version (this is normal). PromptModel works against any version ≥ the pin.

FAQ

The questions support gets most often.

Can I use generated models commercially?

Yes — in your own Unity content (games, simulations, training material, AR/VR experiences, anything you sell or distribute). You may not resell the raw .prefab / .glb files as-is on a marketplace. See EULA § 5.4.

Does PromptModel work offline?

The Unity package is fully offline-installable, but generation itself requires a network connection to the backend. Already-generated prefabs continue to work offline forever — they're standard Unity assets after import.

Can I generate characters / humans?

Technically yes; practically TRELLIS handles props much better than people. Faces in particular are weak. If you must, try image-mode with a clean photo. For hero characters, use a dedicated character generator.

What about HDRP support?

v1.0 supports URP and Built-in. HDRP detection emits a warning and falls back to URP shader paths (which look incorrect under HDRP rendering). Full HDRP support is on the v1.1 roadmap.

Can I use my own AnimatorController on the prefabs?

The output prefabs are static meshes — no skinning, no rig. You can add an Animator yourself if you want to animate transforms, but they're not designed for character animation. (TRELLIS does not produce skinned meshes in v1.)

What's the difference between Game Ready and High Detail?

Both run TRELLIS the same way; the difference is the mesh-simplification target. Game Ready uses mesh_simplify=0.95 (heavier reduction), High Detail uses 0.90 (the most-detail-preserving value fal currently allows). See Writing Prompts — Quality preset.

Do generations work on Apple Silicon / ARM?

Yes — the Editor side is plain C# and Unity 6 supports Apple Silicon natively. The actual inference runs server-side on fal.ai (NVIDIA GPUs), so your local CPU architecture doesn't matter.

What happens if the backend goes down?

The window will surface NETWORK_ERROR or SERVICE_UNAVAILABLE. Already-generated prefabs continue to work in your project (they're just regular Unity assets). The publisher commits to 30 days notice + pro-rated refund of unused quota in the unlikely case of permanent shutdown. See EULA § 6.

Can I script generation outside the window?

The public API surface is the Window → PromptModel menu. Bulk / automated generation outside the Editor window is prohibited by the EULA (§ 5.5). For one-off Editor scripts, the internal GenerationCoordinator class is reachable from any Editor C# code in your project, but is unsupported.

How do I cancel a generation in flight?

Click Cancel in the Status panel. The local request is cancelled, and the Editor stops downloading. The server-side generation may still complete and use one of your monthly generations — cancellation is best-effort on our side, not a refund mechanism.

The "Generate similar" button is greyed out on my old prefab. Why?

Variations need the original prompt, which is stored in a .metadata.json sidecar next to the prefab. Prefabs generated before this feature shipped don't have that sidecar, so the button can't replay the prompt. Generate a fresh model and the new one will support Generate similar normally. The same applies to History rows from before the feature shipped.

Why do my generated models look like they have shadows baked in?

They do — see the About PBR materials and lighting section above. This is intrinsic to current AI 3D generation. We document it openly and provide guidance for working around it.

📬 Support

One inbox. We read everything.

📧 Email

ragendom@gmail.com — please prefix the subject with [PromptModel].

Expected response: within 24–48 hours on weekdays. The publisher is in CET; expect slower responses on European weekends and holidays.

What to include

The faster we can reproduce the issue, the faster we can fix it. Please include:

What we can't help with directly

Other ways to follow PromptModel

If you've found PromptModel useful, please consider leaving a review on the Asset Store. Reviews are how new users discover the package and how the publisher decides which features to prioritise next.