An agent can write a jump, but it can't feel whether the jump is right. The Tuner puts Unity's real Inspector, a scene view and an animation timeline beside the game, on the editor that's already running, and Drift shows you where to look.
// the agent opens a view with just what needs a human eye unity_tuner(name: "arena", objects: [ { path: "Arena/SpawnPoints", children: true }, { path: "Hero", components: ["Transform", "CharacterMotor"] } ]) // after you play with it, Copy prompt gives the agent Hero › CharacterMotor › jumpHeight 2.0 → 2.6 Arena/SpawnPoints/East › Transform (14, 0, 3) → (12.5, 0, 4)
The same Tuner on a scene recorded from Unity. Edit a field, drag a handle or scrub the timeline.
Agents are bad at feel. Ask for a floatier jump and you get a number, a playtest and another round of text. With the Tuner you change the value yourself in the running game, and the agent gets the result.
Open one from the new-session menu, or let an agent do it:
Each change is one Undo step, kept until you press Save. Prefab instances get Apply to Prefab and Revert.
Unity throws away Play Mode changes, so Copy prompt sends every value you changed to your agent as before and after, and Reset puts them back. Asset changes, such as materials and clips, save right away.
unity_tuner on the Unity MCP server opens a view with only what the tweak needs: a whole scene or every loaded scene, one UI canvas or panel, a list of GameObjects with or without children, or prefab assets.
Filters trim the components and properties, and footer buttons can call a method such as "spawn a wave".
Then the agent ends its turn, and there is no timeout. When you press Done, your changes reach its terminal as a new message.
Every Tuner has a timeline for the selected object's clips, from a Satura Animator, an Animator controller or a legacy Animation. Keys go into the .anim files themselves.
In Play Mode the playhead follows the game, and scrubbing takes the object over. Clips imported from a model are read-only.
Agents edit the same clips as JSON with unity_clip, and unity_tuner can open the timeline on a given clip.
Drift, the Satura Space mascot, stays out of the way until you call it. Press Ask Drift in a Tuner and type what you want, such as "make the light warmer". The agent gets the request and works through satura_exec, and Drift does each step on screen: it points at a field with a short note and changes it through the real UI.
Your cursor never moves, and Drift stops the moment you use the window.
The agent asks for the motes and every light. Drift tweaks them, and Copy prompt sends the values back.
Scrub the clip, drag a key, pick an easing, play it.
Unity's ownUI Toolkit and IMGUI, custom editors and property drawers included.
Edit and PlayEdit Mode saves with Save; Play Mode changes go out through Copy prompt.
Timeline on .animDopesheet, curves, Record, events and motion paths, for Animator, Satura Animator and legacy Animation.
unity_tunerWith unity_clip for the clips, and satura_exec for Drift when you ask.
Yes. The Tuner draws each component's own inspector from the running editor, custom editors and property drawers included.
Scene values are lost when play stops, as in Unity, so Copy prompt sends them to your agent first as before and after values. Asset edits save right away.
Yes, when you ask. Press Ask Drift or ask the agent, and through satura_exec Drift points at the field with a short note and can change it through the real UI. It stops whenever you use the window.
Yes. Prefab instance edits become overrides with Apply and Revert, and prefab assets open on their own.
Unity's Inspector, a scene view and an animation timeline beside the running game, and a prompt that tells the agent what you changed.