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What changes in your project

Every file Satura Space adds to your Unity project and to your agents' config, and what is safe to delete.

Satura Space changes a little in your project, in the open: one line in Packages/manifest.json (the SDK), the engine package, a .sspace/ folder and MCP registration for your agents. All of it except the manifest line is gitignored for you.

In the project

WhatWhereIn git
The SDKone line in Packages/manifest.jsonyes
The engine packagePackages/com.saturaspace.engineno
App state.sspace/no
MCP registration.mcp.jsonno

The SDK

The SDK is the Unity package your game code uses: [SaturaHandle], SaturaLog, Inp and SaturaStaging. Unity installs it from the Satura Space repository by git tag, and the app keeps the tag in step with its own version. It compiles in any Unity 6 project, with or without the app. See The SDK.

The engine package

The engine is the runtime inside your project: the stream server, the editor bridge and C# hot reload. The app installs it and keeps it in step with the app version. It's excluded from your repository and isn't meant to be edited or shipped with your game. Deleting it is safe: the app restores it the next time it opens the project.

The .sspace folder

The SDK and the engine keep .sspace/.gitignore set to *, so none of this ends up in git. Things you may find there:

  • .sspace/reports/: the reports agents write.
  • .sspace/videos/ and .sspace/screenshots/: recordings and saved screenshots.
  • .sspace/tuners/: the views agents open in the Tuner.
  • .sspace/scratchpads/: scratchpad projects.
  • .sspace/staging/snapshots/: frames saved by staging scenarios.
  • .sspace/dashboard/: the project dashboard, its tiles, alerts and secrets.json.
  • .sspace/never-commit.json: the files you marked never-commit in the Git panel.

MCP registration

The app registers its Unity MCP server in the project's .mcp.json, so the agents you start in the project can call it. See The MCP server.

Outside the project

  • Codex gets the MCP server in ~/.codex/config.toml.
  • Claude Code, Cursor, Kimi and Grok Build get hooks in their config folders, so the app can tell when an agent is working, done or waiting for you.
  • opencode gets neither.

If your project uses the old Input Manager

Satura Space doesn't switch your input handling on its own. The project won't launch until Active Input Handling is Input System Package (New) and com.unity.inputsystem is installed. The agent guide tells agents to ask you before switching a project over. See Requirements.

What agents leave alone

The agent guide that ships with the engine sets a few rules for every agent before anything else:

  • Don't save unless you ask. Scene edits stay in memory and the agent says what's unsaved.
  • Ask before anything that can't be undone, like deleting assets or wiping a scene.
  • Test exactly what changed, and keep it short.

Staging scenes are debug scenes: keep them out of Build Settings.