Unity
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) — the "power tools" that chain many small operations into a single prompt.
💡 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 — 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
AudioSourcein the open scene and setsplayOnAwaketo false. Print the list of GameObjects it modified." - "Run an editor script that exports every
ScriptableObjectof typeWeaponDefinitionto a CSV underAssets/Exports/." - "Use an editor script to stamp a new
[Header(\"Combat\")]attribute above everyhealth,damage, andarmorfield on MonoBehaviours underAssets/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 — 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 aRigidbodywhose mass is over 100 and set it to 10. Print what you changed." - "Rename every prefab under
Assets/Enemies/to match the conventionEnemy_<Tier>_<Archetype>. Print the before/after list." - "Find every
.assetfile that's referenced by nothing in the project and list them — don't delete anything." - "Go through every Material in
Assets/Environment/and set the shader toURP/Litif it's currentlyStandard."
⚠️ 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 — useful for code reviews and health checks.
Examples
- "Identify prefabs that have the
Untaggedtag 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/— 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 — 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.inputactionswith aGameplayaction map containingMove(2D Vector, WASD composite),Jump(Button, Space),Fire(Button, Left Mouse), andAim(2D Vector, mouse delta)." - "Add a
Gamepadcontrol scheme to@PlayerInputand bindMoveto the left stick andJumpto South button." - "Generate the C# wrapper class for
@PlayerInputso I can subscribe to actions in code." - "Add a
Sprintaction to@PlayerInputbound toLeft Shifton keyboard andLeft Stick Presson 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 aSpeedfloat parameter and aIsGroundedbool parameter." - "Set up a 1D blend tree on
@AC_Playerthat blends@Anim_Idle,@Anim_Walk, and@Anim_Runon theSpeedparameter." - "Add a state
Jumpto@AC_Playerusing@Anim_Jump, with a transition from any state whenIsGroundedbecomes false." - "List every state and transition on
@AC_Enemyso I can see what's wired up."
Aura also supports 2D animation — sprite-swap clips and sprite animation curves — 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.burstpackage at version1.8.0." - "Install this git package:
https://github.com/acme/some-package.git#v1.2.3." - "List every package currently installed."
- "Remove the
com.unity.adspackage."
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."
💡 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
PlayerCharacterGameObject, and tell me if the proportions look right." - "Capture the Game view at 1920×1080."
- "Screenshot the
UI_MainMenucanvas 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 — 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 — 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:
- Ask Aura to generate a 3D model of a stylized wooden crate.
- While that's running, in a new thread, ask Aura to create a
MonoBehaviourcalledBreakablethat emits aBrokenUnityEventwhen damaged and plays a particle effect. - Once the model is done, ask Aura to create a prefab called
Prefab_Cratewith the crate mesh and theBreakablecomponent. - Ask Aura to batch-place 20 of
@Prefab_Cratearound the open scene with random rotation. - Ask Aura to run an editor script that finds every
@Prefab_Crateinstance with aRigidbodyand setsisKinematictotrueuntil 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_scriptruns 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 — everything runs as C# editor code.
- Import processors and custom AssetPostprocessors. Aura can trigger re-imports but does not author AssetPostprocessor classes automatically — you'll need to ask explicitly.
- Animation — 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 — Aura can query what's in a bundle but does not author addressable groups for you automatically.