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unity-agentic-tools

v0.5.1

Published

Fast, token-efficient Unity YAML parser for AI agents

Readme

unity-agentic-tools

Token-efficient CLI and library for parsing, analyzing, and editing Unity YAML files. Powered by a native Rust backend (napi-rs).

Overview

Fast CLI for Unity scene, prefab, and asset files. Extracts GameObject hierarchies, components, properties, materials, animations, and project settings with minimal token output for AI agent consumption. Includes a live editor bridge (WebSocket/JSON-RPC) for play mode control, UI interaction, input simulation, and annotated screenshots.

Quick Start

npm install -g unity-agentic-tools
unity-agentic-tools read scene MyScene.unity
unity-agentic-tools read gameobject MyScene.unity "Main Camera" -p
unity-agentic-tools editor invoke UnityAgenticTools.Update.Objects Transform --args '["Assets/Scenes/Main.unity","Main Camera","0,5,-10"]'

Command Surface

Unsafe scene and prefab graph mutations no longer live under top-level create / update. Use the editor bridge instead:

unity-agentic-tools editor invoke UnityAgenticTools.Create.Scenes GameObject --args '["Assets/Scenes/Main.unity","EnemyRoot","Gameplay"]'
unity-agentic-tools editor invoke UnityAgenticTools.Create.Prefabs PrefabInstance --args '["Assets/Scenes/Boot.unity","Assets/Prefabs/AppRoot.prefab"]'
unity-agentic-tools editor invoke UnityAgenticTools.Update.Objects Component --args '["Assets/Scenes/Main.unity","Player","BoxCollider","0","m_IsTrigger","true"]'
unity-agentic-tools editor invoke UnityAgenticTools.Update.Serialized BatchComponents --args '["Assets/Scenes/Main.unity","[{\"gameObjectPath\":\"Player\",\"componentType\":\"BoxCollider\",\"componentIndex\":0,\"propertyPath\":\"m_IsTrigger\",\"value\":\"true\"}]"]'

Top-level CLI commands remain for file-safe asset and project mutations. UnityAgenticTools.Create.* / UnityAgenticTools.Update.* require a reachable live editor bridge; they do not fall back to handwritten YAML.

Read (20)

read scene | read gameobject | read asset | read scriptable-object | read material | read dependencies | read dependents | read unused | read settings | read build | read overrides | read component | read reference | read script | read scripts | read meta | read animation | read animator | read manifest | read input-actions

Create (0 top-level)

Creation is editor-only now. Use unity-agentic-tools editor invoke UnityAgenticTools.Create.* ....

Update (7 top-level)

update scriptable-object | update settings | update layer | update material | update meta | update animation | update animator

Delete (6)

delete gameobject | delete component | delete build | delete prefab | delete asset | delete package

Editor (6) -- Live Unity Bridge

editor status | editor invoke | editor console-follow | editor list | editor install | editor uninstall

Utilities (8)

search | grep | clone | version | docs | setup | cleanup | status

Run any command with --help for full options.

Loaded Edit Protection

When editor bridge is connected, file-based mutators that still edit .unity/.prefab files are soft-protected. If a remaining file-based command targets a loaded file, pass --bypass-loaded-protection.

This affects scene/prefab mutators including:

  • clone
  • delete gameobject|component|prefab|asset

Scene/prefab graph creation and mutation should now go through editor invoke UnityAgenticTools.Create.* ... or UnityAgenticTools.Update.* ..., not --bypass-loaded-protection.

If editor bridge is offline/unreachable, the remaining file-based operations behave the same as before, but editor invoke UnityAgenticTools.Create.* ... and UnityAgenticTools.Update.* ... cannot run.

Editor-Only Scene / Prefab Mutation APIs

UnityAgenticTools.Create.Scenes

  • Scene(assetPath, includeDefaults = false)
  • GameObject(assetPath, name, parentPath = "")
  • Component(assetPath, gameObjectPath, componentType)
  • ComponentCopy(assetPath, sourceGameObjectPath, sourceComponentType, sourceComponentIndex, targetGameObjectPath)

UnityAgenticTools.Create.Prefabs

  • Prefab(assetPath, name = "")
  • PrefabVariant(sourcePrefabPath, outputPath, variantName = "")
  • PrefabInstance(assetPath, prefabPath, parentPath = "", instanceName = "", localPosX = 0, localPosY = 0, localPosZ = 0)

UnityAgenticTools.Create.Assets

  • ScriptableObject(assetPath, script, initialValuesJson = "")
  • Meta(scriptPath)
  • Material(assetPath, shaderGuid, materialName = "")
  • InputActions(assetPath, name)
  • Animation(assetPath, clipName = "", sampleRate = 60, loopTime = false)
  • Animator(assetPath, controllerName = "", layerName = "Base Layer")

UnityAgenticTools.Create.Project

  • Build(scenePath, position = -1)
  • Package(name, version)

UnityAgenticTools.Update.Objects

  • GameObject(assetPath, gameObjectPath, propertyPath, value)
  • Component(assetPath, gameObjectPath, componentType, componentIndex, propertyPath, value)
  • Transform(assetPath, gameObjectPath, position = "", rotation = "", scale = "")
  • Parent(assetPath, gameObjectPath, newParentPath = "")
  • SiblingIndex(assetPath, gameObjectPath, index)

UnityAgenticTools.Update.Serialized

  • Array(assetPath, gameObjectPath, componentType, componentIndex, arrayProperty, action, payloadJson = "")
  • Batch(assetPath, editsJson)
  • BatchComponents(assetPath, editsJson)
  • ManagedReference(assetPath, gameObjectPath, componentType, componentIndex, fieldPath, typeName, initialValuesJson = "", append = false)

UnityAgenticTools.Update.Prefabs

  • PrefabUnpack(assetPath, prefabInstancePath, mode = "OutermostRoot")
  • PrefabOverride(assetPath, gameObjectPath, componentType, componentIndex, propertyPath, value)
  • PrefabBatchOverrides(assetPath, editsJson)
  • PrefabManagedReference(assetPath, gameObjectPath, componentType, componentIndex, fieldPath, typeName, initialValuesJson = "", append = false)
  • PrefabRemoveOverride(assetPath, gameObjectPath, componentType, componentIndex, propertyPath)
  • PrefabRemoveComponent(assetPath, gameObjectPath, componentType, componentIndex)
  • PrefabRestoreComponent(assetPath, gameObjectPath, componentType, componentIndex)
  • PrefabRemoveGameObject(assetPath, gameObjectPath)
  • PrefabRestoreGameObject(assetPath, gameObjectPath)

Requirements

  • Bun runtime
  • Native Rust module (included in npm package, or build from source with bun run build:rust)

Troubleshooting

Slow on large scenes

The Rust backend may not be installed. Run bun install in the project root to resolve the native module.

Script names show as GUIDs

The GUID cache hasn't been built for your project. Run unity-agentic-tools setup -p <project_path>.

Parse errors on custom assets

Some asset types with non-standard YAML may not parse correctly. Open an issue with a sample file.

License

Apache-2.0