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.
Aura can create, delete, parent, rename, and duplicate GameObjects, and can add, remove, or configure any component by type name.
Examples
Spawners at the origin."Rigidbody to the selected GameObject, set its mass to 5, and turn off gravity."Light_ under a new empty called Lighting."UI_HUD, set the layer to UI and the tag to HUD."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".
Aura can create prefabs from existing GameObjects, make prefab variants, and assemble nested prefabs.
Examples
Assets/Prefabs/Enemies/."@Enemy_Grunt called Enemy_Grunt_Elite with double health and a red material."@Weapon_Pistol under the RightHand bone of @PlayerCharacter as a prefab override."@Pickup_HealthPack as Pickup_ArmorPack, swap its mesh to @Armor_Mesh, and update its PickupType enum to Armor."💡 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.
Aura can create PBR materials, assign shaders, and apply materials to MeshRenderers and imported FBX meshes.
Examples
M_Stone with a grey base color, metallic 0, and roughness 0.8. Apply it to every MeshRenderer under the Environment_Rocks GameObject in the open scene."URP/Lit and assign it to the imported @tree_oak.fbx."@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.
Aura can save the open scene, open another scene, and create new empty scenes.
Examples
Level_Boss_01 under Assets/Scenes/ and switch to it."@Level_Tutorial.unity."⚠️ Opening a scene discards unsaved changes in the currently open scene. Save first, or ask Aura to save before switching.
Aura can create a terrain GameObject and give you a starting point to sculpt from.
Examples
World_Root GameObject 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.
The combination of prefab queries + scene edits + transforms makes batch placement one of the quickest wins:
@Prefab_PineTree in a 5 m radius around the origin, random rotation around Y."@Prefab_StreetLamp along the x-axis, 3 m apart, starting at (0, 0, 0)."@Prefab_GrassTuft at 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.
@ mentions. Naming the prefab or scene explicitly avoids Aura picking the wrong one.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.set_property works against serialized fields. Runtime-only properties exposed by a custom Inspector drawer may not be reachable.