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Editor Agent (Unity)

Aura can perform complex, multi-step actions across the Unity Editor by running ad-hoc C# editor scripts, batch-editing assets, wiring up the Input System, building Animator controllers, and more. This is the Unity equivalent of the Editor Agent (Unreal Python) β€” the "power tools" that chain many small operations into a single prompt.

πŸ’‘ This is one of the most powerful tools in Aura's repertoire. Review scripts before running them and save / back up your project regularly.

ℹ️ Most Editor Agent features require Agent mode. Use Plan mode first for anything that touches large portions of your project.

C# editor scripts

Aura can generate and run a one-shot C# editor script against your project via the execute_script tool. This is the Unity analogue of Unreal's Python editor scripting β€” when a batch operation isn't covered by a dedicated tool, Aura falls back to writing editor code and executing it in place.

Examples

  • "Write an editor script that finds every AudioSource in the open scene and sets playOnAwake to false. Print the list of GameObjects it modified."
  • "Run an editor script that exports every ScriptableObject of type WeaponDefinition to a CSV under Assets/Exports/."
  • "Use an editor script to stamp a new [Header(\"Combat\")] attribute above every health, damage, and armor field on MonoBehaviours under Assets/Scripts/Combat/."

⚠️ Editor scripts run on the main thread and can freeze the Unity Editor for the duration of the operation. For large batches, ask Aura to break the work into chunks β€” it generally does this without being asked.

Batch-editing assets

Aura combines asset queries (query_project_assets, get_asset_meta) with scene/asset edits to power batch workflows.

Examples

  • "Find every prefab under Assets/Enemies/ with a Rigidbody whose mass is over 100 and set it to 10. Print what you changed."
  • "Rename every prefab under Assets/Enemies/ to match the convention Enemy_<Tier>_<Archetype>. Print the before/after list."
  • "Find every .asset file that's referenced by nothing in the project and list them β€” don't delete anything."
  • "Go through every Material in Assets/Environment/ and set the shader to URP/Lit if it's currently Standard."

⚠️ Batch edits that rename or delete assets can break references. Ask Aura to print the full list of changes before committing, and consider running on a clean git branch you can revert.

Project analysis

Aura can inspect your project without changing anything β€” useful for code reviews and health checks.

Examples

  • "Identify prefabs that have the Untagged tag but should probably have a more specific tag."
  • "List every layer used in the open scene and which GameObjects are on each layer."
  • "Detect unused ScriptableObjects under Assets/Data/ β€” meaning ones not referenced by any prefab, scene, or other asset."
  • "List every asset under Assets/Textures/ whose import size is above 4K."

Input System

Aura has full support for Unity's New Input System β€” it can create InputAction assets, author action maps, wire up control schemes, add bindings (including composite bindings like WASD), and generate the C# wrapper class.

Examples

  • "Create an InputAction asset at Assets/Input/PlayerInput.inputactions with a Gameplay action map containing Move (2D Vector, WASD composite), Jump (Button, Space), Fire (Button, Left Mouse), and Aim (2D Vector, mouse delta)."
  • "Add a Gamepad control scheme to @PlayerInput and bind Move to the left stick and Jump to South button."
  • "Generate the C# wrapper class for @PlayerInput so I can subscribe to actions in code."
  • "Add a Sprint action to @PlayerInput bound to Left Shift on keyboard and Left Stick Press on gamepad."

Animator controllers

Aura can build out Animator controllers, blend trees, parameters, and transitions. Great for scaffolding character locomotion or wiring up UI animations.

Examples

  • "Create an Animator Controller at Assets/Animation/AC_Player.controller. Add a Speed float parameter and a IsGrounded bool parameter."
  • "Set up a 1D blend tree on @AC_Player that blends @Anim_Idle, @Anim_Walk, and @Anim_Run on the Speed parameter."
  • "Add a state Jump to @AC_Player using @Anim_Jump, with a transition from any state when IsGrounded becomes false."
  • "List every state and transition on @AC_Enemy so I can see what's wired up."

Aura also supports 2D animation β€” sprite-swap clips and sprite animation curves β€” for 2D projects.

Packages

Aura can list, install, and remove Unity packages via the Package Manager.

Examples

  • "Install the Cinemachine package from the Unity registry."
  • "Install the com.unity.burst package at version 1.8.0."
  • "Install this git package: https://github.com/acme/some-package.git#v1.2.3."
  • "List every package currently installed."
  • "Remove the com.unity.ads package."

Profiling & performance

Aura can query the Unity Profiler and the scene to surface performance problems.

Examples

  • "Show me the 10 worst CPU frames from the most recent profiler capture."
  • "Find the 5 worst frames for GC allocation."
  • "List every GameObject in the open scene whose combined mesh polygon count is over 50,000."

πŸ’‘ Ask Aura to propose a fix once it's identified a hotspot. It can look at the code / prefab it's pointing at and suggest concrete changes.

Screenshots & visual feedback

Aura can capture the Unity viewport, a specific GameObject, or a UI canvas. This lets it see what it's just built and refine from there.

Examples

  • "Take a screenshot of the Scene view, framed on the selected PlayerCharacter GameObject, and tell me if the proportions look right."
  • "Capture the Game view at 1920Γ—1080."
  • "Screenshot the UI_MainMenu canvas in the open scene so I can see the layout."

Image & 3D generation

Image generation, image editing, in-painting, 3D model generation, and character rigging all work the same on Unity as on Unreal β€” same tools, same quality, same save-folder conventions (models land in Assets/AuraModelGen/ by default, images land in Assets/Generated_Images/).

See Art Tooling for the detailed feature reference β€” every image / 3D section there applies to Unity. The only differences are the asset paths (Assets/... instead of /Game/...) and that Unity uses Materials rather than Material Instances.

ℹ️ Sound and music generation are not available in v1. They will ship in a later release.

Example workflow

A combined walkthrough that exercises several Editor Agent capabilities:

  1. Ask Aura to generate a 3D model of a stylized wooden crate.
  2. While that's running, in a new thread, ask Aura to create a MonoBehaviour called Breakable that emits a Broken UnityEvent when damaged and plays a particle effect.
  3. Once the model is done, ask Aura to create a prefab called Prefab_Crate with the crate mesh and the Breakable component.
  4. Ask Aura to batch-place 20 of @Prefab_Crate around the open scene with random rotation.
  5. Ask Aura to run an editor script that finds every @Prefab_Crate instance with a Rigidbody and sets isKinematic to true until you're ready to enable physics.

Every step above is a single prompt. Chain them however works for you.

Current limitations

  • Main-thread execution. execute_script runs synchronously on the Unity Editor main thread; very large batches can freeze the editor until they finish.
  • No Python scripting surface. Unity doesn't expose a built-in Python API the way Unreal does β€” everything runs as C# editor code.
  • Import processors and custom AssetPostprocessors. Aura can trigger re-imports but does not author AssetPostprocessor classes automatically β€” you'll need to ask explicitly.
  • Animation β€” Timeline / Cinemachine are not first-class yet. Aura can list and inspect existing Timeline and Cinemachine assets but may struggle to author complex sequences from scratch.
  • Addressables / Asset Bundles are read-only β€” Aura can query what's in a bundle but does not author addressable groups for you automatically.
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