Unity
Scene & Prefab Agent (Unity)
Aura can build and modify your Unity scenes directly — creating GameObjects, wiring up components, setting transforms, authoring prefabs and variants, making materials, and more. If it's something you'd normally do by clicking around the Hierarchy and Inspector, Aura can probably do it for you.
ℹ️ Make sure you're in Agent mode to use the Scene & Prefab Agent. In Ask mode, Aura can describe what it would do but cannot change the scene.
💡 Aura uses the same Undo stack Unity does, so
Ctrl+Z/Cmd+Zrolls back most of its edits. That said, save often — big batch edits are faster to recover from a saved scene than from a long undo history.
GameObjects & Components
Aura can create, delete, parent, rename, and duplicate GameObjects, and can add, remove, or configure any component by type name.
Examples
- "Create an empty GameObject called
Spawnersat the origin." - "Add a
Rigidbodyto the selected GameObject, set its mass to 5, and turn off gravity." - "Duplicate the selected GameObject 12 times in a ring around the player start, 4 m radius."
- "Parent every GameObject whose name starts with
Light_under a new empty calledLighting." - "On every child of
UI_HUD, set the layer toUIand the tag toHUD." - "Find the MainCamera and set its field of view to 70."
Aura can set arbitrary component properties by reflection, so this also covers one-off tweaks like "set the Audio Source's spatial blend to 1" or "change the NavMeshAgent speed to 3.5".
Prefabs
Aura can create prefabs from existing GameObjects, make prefab variants, and assemble nested prefabs.
Examples
- "Turn the selected GameObject into a prefab saved under
Assets/Prefabs/Enemies/." - "Create a prefab variant of
@Enemy_GruntcalledEnemy_Grunt_Elitewith double health and a red material." - "Nest
@Weapon_Pistolunder theRightHandbone of@PlayerCharacteras a prefab override." - "Duplicate
@Pickup_HealthPackasPickup_ArmorPack, swap its mesh to@Armor_Mesh, and update itsPickupTypeenum toArmor."
💡 When asking Aura to batch-edit prefabs, include the target folder or
@-mention the specific prefabs so Aura doesn't have to guess which ones you mean.
Materials & Shaders
Aura can create PBR materials, assign shaders, and apply materials to MeshRenderers and imported FBX meshes.
Examples
- "Create a PBR material called
M_Stonewith a grey base color, metallic 0, and roughness 0.8. Apply it to every MeshRenderer under theEnvironment_RocksGameObject in the open scene." - "Create a new material using
URP/Litand assign it to the imported@tree_oak.fbx." - "Swap the material on the selected GameObject's MeshRenderer to
@M_Glow_Red."
For richer art workflows (image generation, 3D model generation, texturing), see the Editor Agent (Unity) page — those tools work identically across Unreal and Unity.
Scenes
Aura can save the open scene, open another scene, and create new empty scenes.
Examples
- "Save the open scene."
- "Create a new empty scene called
Level_Boss_01underAssets/Scenes/and switch to it." - "Open
@Level_Tutorial.unity."
⚠️ Opening a scene discards unsaved changes in the currently open scene. Save first, or ask Aura to save before switching.
Terrain
Aura can create a terrain GameObject and give you a starting point to sculpt from.
Examples
- "Create a 500×500 terrain at the origin with a default grass material."
- "Add a terrain child to the
World_RootGameObject in the open scene with a subtle hills preset."
Fine sculpting (brushes, layers, paint details) is best done by hand — Aura creates the terrain asset and sets up base parameters so you can jump straight into Unity's terrain tools.
Batch placement
The combination of prefab queries + scene edits + transforms makes batch placement one of the quickest wins:
- "Spawn 10 of
@Prefab_PineTreein a 5 m radius around the origin, random rotation around Y." - "Place a row of 8
@Prefab_StreetLampalong the x-axis, 3 m apart, starting at(0, 0, 0)." - "Fill the selected volume with
@Prefab_GrassTuftat a density of roughly 1 per square meter."
When you want more control, ask Aura to Plan the placement first — you can review the exact positions and rotations before anything lands in the scene.
Workflow tips
- Start in Agent mode for scene edits. Ask and Plan modes are good for exploration but cannot modify the scene.
- Anchor your prompts with
@mentions. Naming the prefab or scene explicitly avoids Aura picking the wrong one. - Save before big batch operations. If something unexpected happens, reverting to a saved scene is faster than unwinding a 100-item undo stack.
- Break large edits into chunks. "Add a Rigidbody to every prefab in
Assets/Enemies/" is a single clean pass; "refactor the entire enemy system" is several steps Aura will handle better if you take them one at a time.
Current limitations
- Open-scene changes only. Aura edits the scene you currently have open. It can open and save other scenes, but it does not edit closed scenes in the background.
- Tile-based 2D workflows. Tilemaps, Tile Palettes, and 2D-specific layout tools are not first-class yet — Aura can set up GameObjects and components but cannot paint tiles.
- Custom Inspector logic. Setting properties via
set_propertyworks against serialized fields. Runtime-only properties exposed by a custom Inspector drawer may not be reachable. - Complex prefab hierarchies with overrides. Aura handles nesting and variants well, but if you have deep override chains, review the result before committing.