What problem does it solve? Manually attaching View scripts to Unity Prefabs and wiring every [SerializeField] reference is error-prone and causes binding drift between generated MVVM code and the actual Prefab hierarchy. This Skill automates Phase 3 of the Atom Game GUI pipeline by attaching the generated View.cs to the Prefab root and binding each serialized field to its corresponding node. ## Core Features & Use Cases - Prefab Binding: Attaches <PanelName>View.cs to the Prefab root node and binds every [SerializeField] field (buttons, texts, images, list nodes) against the Prefab hierarchy. - Compile Gate: Verifies Unity Editor state via unity-cli, triggers C# compilation (or Batch Mode fallback) so View/ViewModel enter the assembly before any Prefab edit, and marks the phase BLOCKED in HUMAN_REVIEW.md when no editing path exists. - Contract Validation: Checks the prefab-binding-contract checklist for dangling fields, orphan bindings, type mismatches, and count consistency, including StylesModule default selection and inactive ListModule templates. - Use Case: After gui-draft generates BagPanelView.cs, this Skill compiles the code, opens Assets/UI/Bag.prefab, attaches the View script, and binds all serialized references before the pipeline proceeds to gui-review. ## Quick Start Run the dev-gui-plugin pipeline on a panel and let this phase automatically attach the generated View.cs to the target Prefab and bind all SerializeField references.