Working with Unity

The Tuner

How the Tuner works: the hand-off from an agent, Unity's real Inspector, saving in Edit and Play Mode, Copy Changes, the timeline and Drift.

Agents can write a jump but can't feel it. When a value or a placement needs a human eye, the agent opens a Tuner on just that and ends its turn. You tune it, then hand your changes back.

The whole Tuner in a minute, on a real project.

The hand-off

The agent calls tuner.open from satura_exec. It picks the objects, components and fields, sets up the moment and frames the shot. A note at the top says what it wants from you, such as "Balance the arena lights, then copy your changes to me".

return await tuner.open({ name: 'arena', note: 'Make the jump feel right', objects: [
  { path: 'Arena/SpawnPoints', children: true },
  { path: 'Hero', components: ['Transform', 'CharacterMotor'] }
] })

The moment can be a Play Mode state, such as mid-attack, or an animation frozen on the frame in question, with the camera already on it.

You can also open a Tuner yourself from New session (+).

The agent opens a Tuner on the run camera and the runner, and says what it wants from you.

Try it on a real scene: the live Tuner demo on the home page runs the app's real Tuner in your browser.

Why use it

  • You see the few fields the agent picked instead of hunting through a component.
  • The Play Mode state and frame are already set, so you don't rebuild the moment by hand.
  • Copy Changes sends the agent the exact before and after, so you don't describe a value in chat.
  • Your Play Mode edits survive Stop as copied changes, and there's no build per guess: the Tuner runs on the editor that's already open.

What's in a Tuner

  • A hierarchy of the objects in the view, with search. Searching dims the rest of the scene.
  • A scene view with gizmos and a toolbar for move, rotate, scale, frame, lighting, grid, camera, gizmos, effects and animation. Sprites, tilemaps, uGUI and TextMeshPro draw as in Unity and switch the view to 2D.
  • Unity's real Inspector for the selected entry. The Tuner draws each component's own inspector from the running editor, custom editors and property drawers included, with curves and gradients. Drag a value and the game responds live.
  • An animation timeline under the scene view.
  • Undo, Save, Discard and Copy Changes.
Drag a value in Play Mode and the running game follows.

A Tuner opens on a scene, a UI canvas, a list of objects, or prefab assets on their own, like Unity's prefab mode. It can also add assets such as ScriptableObjects and materials. It can open on your project's editor or on a scratchpad, never on a multiplayer clone.

Filters

The agent filters the inspector down to what a tweak needs. An object can show every component, only a few, every component but some, or just its header. A component can show every property, only the listed fields, or every property but some. The rest of the scene goes gray.

You can clear the filter any time, and open more objects and assets from the Tuner yourself.

Searching the hierarchy dims the rest of the scene.

Saving in Edit Mode and Play Mode

A Tuner works in Edit Mode and Play Mode and saves the way Unity does.

Edit Mode

Each change goes into the scene, prefab or asset with Undo and stays in memory until you press Save. An unsaved marker lists what changed. Prefab instances get Unity's overrides, with Apply to Prefab and Revert. Closing the panel asks you to save or discard. Discard also moves assets the Tuner created, like a new clip, to the Trash.

Play Mode

Unity drops scene values when play stops. Copy Changes copies your Play Mode changes as before and after, so the agent can write them in Edit Mode, and Reset puts them back. Asset edits are saved right away.

The agent writes your Play Mode values in Edit Mode and saves the scene.

Copy Changes

Press Copy Changes and paste the result to the agent. It lists each change as a before and after:

Hero › CharacterMotor › jumpHeight 2.0 → 2.6
Arena/SpawnPoints/East › Transform (14, 0, 3) → (12.5, 0, 4)
One button hands every change back to the agent, before and after.

The agent writes Play Mode values into the project in Edit Mode. On a scratchpad, the changes go to the agent working there.

States and buttons

An agent can set up Play Mode states, such as a few frames of an attack or a spawned wave. Each state has its own objects, camera and setup, and you switch between states with [ and ]. Leaving a state undoes its edits, and the copied changes are grouped by state.

The toolbar can carry buttons that call a method in your game and show what it returned. A button can work only in Play or Edit Mode, carry a tip, or join a numbered list of steps that unlock in order.

Animation timeline

Every Tuner has a timeline for the selected object's clips, like Unity's Animation window: dopesheet, curves, Record and events. It works with an Animator with a controller (override controllers too) or a legacy Animation, on the object or a parent. Edits go into the .anim clips, saved with Save in Edit Mode and right away in Play Mode, and look the same in Unity's Animation window. Imported clips are read-only.

Scrub a clip frame by frame, like Unity's Animation window.

Staging

The Staging button next to Animation opens the Staging panel, where you run an agent's staging scenarios with ▶. See Staging prefabs.

Drift and Ask Drift

Drift is the app's guide, a small pixel jellyfish. Not sure what a field does? Press Ask Drift (or /) in the Tuner and type the question. Your agent answers, and Drift flies the camera to the object and points at the field. "What's this?" from Ask Drift means the current selection.

Ask what a field does: your agent answers and Drift points at it.
Drift flies the camera to what the agent is explaining.

You can also ask the agent in its terminal what something is, or ask for a tour. Your cursor never moves, Escape sends Drift away, and it stays hidden unless someone asks.

When you need more

For a few Inspector values or a clip, the Tuner is enough. For custom editor windows, the Animator graph and anything else the Tuner doesn't cover, reveal the editor.