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.
π‘ This is one of the most powerful tools in Aura's repertoire. Review scripts before running them and save / back up your project regularly.
βΉοΈ Most Editor Agent features require Agent mode. Use Plan mode first for anything that touches large portions of your project.
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
AudioSource in the open scene and sets playOnAwake to false. Print the list of GameObjects it modified."ScriptableObject of type WeaponDefinition to a CSV under Assets/Exports/."[Header(\"Combat\")] attribute above every health, damage, and armor field on MonoBehaviours under Assets/Scripts/Combat/."β οΈ 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.
Aura combines asset queries (query_project_assets, get_asset_meta) with scene/asset edits to power batch workflows.
Examples
Assets/Enemies/ with a Rigidbody whose mass is over 100 and set it to 10. Print what you changed."Assets/Enemies/ to match the convention Enemy_<Tier>_<Archetype>. Print the before/after list.".asset file that's referenced by nothing in the project and list them β don't delete anything."Assets/Environment/ and set the shader to URP/Lit if it's currently Standard."β οΈ 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.
Aura can inspect your project without changing anything β useful for code reviews and health checks.
Examples
Untagged tag but should probably have a more specific tag."Assets/Data/ β meaning ones not referenced by any prefab, scene, or other asset."Assets/Textures/ whose import size is above 4K."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
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)."Gamepad control scheme to @PlayerInput and bind Move to the left stick and Jump to South button."@PlayerInput so I can subscribe to actions in code."Sprint action to @PlayerInput bound to Left Shift on keyboard and Left Stick Press on gamepad."Aura can build out Animator controllers, blend trees, parameters, and transitions. Great for scaffolding character locomotion or wiring up UI animations.
Examples
Assets/Animation/AC_Player.controller. Add a Speed float parameter and a IsGrounded bool parameter."@AC_Player that blends @Anim_Idle, @Anim_Walk, and @Anim_Run on the Speed parameter."Jump to @AC_Player using @Anim_Jump, with a transition from any state when IsGrounded becomes false."@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.
Aura can list, install, and remove Unity packages via the Package Manager.
Examples
com.unity.burst package at version 1.8.0."https://github.com/acme/some-package.git#v1.2.3."com.unity.ads package."Aura can query the Unity Profiler and the scene to surface performance problems.
Examples
π‘ 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.
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
PlayerCharacter GameObject, and tell me if the proportions look right."UI_MainMenu canvas in the open scene so I can see the layout."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.
βΉοΈ Sound and music generation are not available in v1. They will ship in a later release.
A combined walkthrough that exercises several Editor Agent capabilities:
MonoBehaviour called Breakable that emits a Broken UnityEvent when damaged and plays a particle effect.Prefab_Crate with the crate mesh and the Breakable component.@Prefab_Crate around the open scene with random rotation.@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.
execute_script runs synchronously on the Unity Editor main thread; very large batches can freeze the editor until they finish.