The agent workbench for Unity

Agents build it.
You tune it live.

Unity's real Inspector, scene view and animation timeline beside the running game. Your agent opens them where feel matters, and your changes go back to it as a prompt.

Not another MCP bridge. Those stop at the diff. This one runs the game and puts you in the loop.

7-day free trial (no card required) macOS (Apple Silicon) · Windows (x64) Bring your own AI subscription No player builds
Try the Tuner

Your agent hands you the knobs.

When something looks off, the agent opens a Tuner with just the GameObjects, components and fields that fix it. Drift, the Satura Space mascot, explains each one. Change a value, press Copy prompt, and the agent gets your before and after. Recorded from Unity, running in your browser.

The whole Unity loop in one app

Unity's Inspector, inside the app Keys on your real .anim clips Drift shows what the agent does Method bodies land mid-play Four players, no builds Worktrees and scratchpads
The Tuner, the Animator and Drift

The agent writes the jump. You decide how it feels.

Agents are bad at feel. The Tuner is a small Unity editor beside the game, drawn from the hidden editor that's already running.

Inspector

Unity's ownCustom editors, drawers, curves and Add Component.

Scene view

Its own cameraOrbit, pick and drag handles, with Unity's gizmos.

Animator

A timeline on .animDopesheet, curves, Record, events and motion paths, in the clips Unity opens.

Drift

The Satura Space mascotTells you what each field does. Press Ask Drift and it does the clicking for you.

Edit Mode changes save like Unity, with Undo and prefab overrides. In Play Mode, Copy prompt sends your changes to the agent. How the Tuner works →

Why it's faster

Same agent. None of the waiting.

One code change, through the usual loop and through this one.

The usual loopan agent, an MCP bridge and you in the editor
  1. The agent writes the C# and Unity compiles it.
  2. You press Play and click back to the bug.
  3. Multiplayer? Build a player or set up ParrelSync or MPPM.
  4. You describe what you saw to the agent.
A minute or two per change, all of it yours.
Satura Spacethe same agent, on a bench built for it
  1. The agent patches the method body into a session that never stopped.
  2. It runs C# in the live editor through Roslyn in about a second, Play Mode too.
  3. It plays the game itself: real input, up to four players, and handles it checks step by step.
  4. When a number needs a human eye, it opens a Tuner and Drift points you at the field.
About a second per method-body change, and the checking never needs you.

New fields, methods and types still need a normal recompile. The fine print →

Multiplayer

Agents test multiplayer end to end.

Netcode bugs need real clients. An agent drives a four-player match, finds the bug, fixes it and re-runs. You never build a player.

Reports

The agent shows its work. You read it in one panel.

After a feature, or after a failed run, the agent writes a report: every check and its result, the run video frame by frame, the logs and before and after shots. It opens next to the agent's terminal.

Checks

Pass, fail, skipFilters, and a link from each check to its moment in the video.

Frame player

Frame by frameEvent markers, a log that follows the video, hover previews and trackpad gestures.

Code references

Opened in placeA file name with a line number opens the code inside the report.

Compare

Before and afterWipe, side by side, flip or difference.

A report is a React component built from the app's own parts, so an agent can add a chart of its own. How agents check their work →

Live patching & C# hot-reload

Agents patch the live game.

An agent patches the running scene through the exec bridge (below: 180 cubes spawned into a live game), and edited C# hot-reloads without a restart.

A project each

Parallel work gets its own room.

Two agents in one checkout overwrite each other. Give each session its own git worktree, or let an agent make a scratchpad: an empty Unity project at your exact version and packages, streamed beside your game.

// a side project at your Unity version, packages and settings
unity_scratchpad(command: "create", name: "grapple")
  → .sspace/scratchpads/<id>, editor running, streamed in its panel

// other tools work there with its path
unity_exec(project_root: SP, code: "...")

// bring the finished work home, GUIDs intact
unity_scratchpad_copy(direction: "export", scratchpad: "grapple",
                      paths: ["Assets/Grapple"])

Worktrees

From the launch screenIts own branch, editor and stream.

Today's work too

Uncommitted changes copiedAnd the Library, unlike plain git worktree add.

Scratchpads

For agentsYour Unity version and packages, run on demand.

Round trip

By GUIDAssets move with their .meta files.

On macOS the Library is a copy-on-write clone, so it costs almost no disk. How worktrees and scratchpads work →

A real workbench

Everything you need around the game.

It all fits in one window, and terminals run in a detached daemon, so updating the app doesn't kill an agent.

The real editor, on demand

Real editor, one click away.

One click shows the hidden editor's real window, the same running instance with no relaunch. One more hides it.

Headless Unity

Don't render what nobody's watching.

Normal streams a hidden editor at full fidelity, Headless Graphics keeps the view without a window, and Headless NoGraphics stops rendering, so Update() ticks past 5,000 times a second.

Coding agents, in parallel

Stop waiting on one agent at a time.

Each agent gets its own terminal in panes, tabs or windows. Claude Code, Codex and Cursor come wired to Unity via MCP.

Claude Code Codex Cursor Grok Build Kimi opencode

Detected from your PATH.

Alerts Has sound

Hear the moment an agent stops.

A finished turn flashes green and plays a sound, a permission stop flashes amber, even in a tab you aren't looking at. Nine sounds, including the Half-Life HEV beeps.

Many instances at once

Add a client without making a build.

Up to four lightweight clones in an auto-grid, one Play button, each with its own stream, console and hot-reload.

Explorer & editor

Read and fix code where the game runs.

A .gitignore-aware file tree, an editor with git blame, search and replace, and fuzzy quick-open.

Source Control

Review the agents' work beside the game.

A Git panel ported from VS Code: commit graph, side-by-side and image diffs (Git LFS too), stashes and a 3-way merge editor. Never-commit files keep your local edits out of the index. More →

Usage & limits

See a spent plan coming.

Claude and Codex session and weekly limits, with reset times, in the status bar.

Unity logs

Debug without switching to Unity.

The Unity console in the app, filtered per player and searchable.

Resource stats

Know what's eating your machine.

Live CPU and memory for every terminal, Unity instance and internal process.

unity_open_scene unity_exec unity_stop_play unity_refresh unity_screenshot unity_video unity_logs unity_editor_status unity_trace unity_relaunch unity_shutdown unity_resolve_dialog unity_source unity_docs unity_tuner unity_clip unity_scratchpad unity_scratchpad_copy satura_env_files satura_exec satura_report
Unity MCP

Your agent can drive Unity itself.

Open scenes, run Play and C# in the live game, read the console, record the run, trace writes, open a Tuner, edit clips and read Unity's own source. satura_exec drives the app and satura_report shows you the results.

public static class ArenaPulseHandles
{
    [SaturaHandle("Waits for N beats, yields the seconds")]
    public static IEnumerator WaitForBeats(int count) { ... }

    [SaturaHandle("Every point light: intensity and color")]
    public static string LampState() => ...;
}
Handles

Agents prove the change works.

Mark a static method with [SaturaHandle]. The agent calls handles one at a time through unity_exec, on one player or all of them, and checks each result. Handles and reports →

Themes

Five themes.

Dark, Light, Midnight, Nebula and Sepia recolor the app chrome instantly.

One screen to launch

Pick a folder. Press Launch.

Choose the folder, terminals, agents (down to model and effort), the Unity mode and an optional git worktree with your uncommitted changes.

How it compares

Seven ways to hand an agent Unity. One that hands it the game.

Unity's own two and the five most-starred community bridges. None of them stream the running game to you.

Satura Space
mcp-unity Gamester
Assistant Unity
CLI + plugin Unity
MCP for Unity Coplay
Unity-MCP Murzak
Unity MCP AnkleBreaker
Unity CLI Loop hatayama
ToolWhat it isToolsPriceWhat it's best at
Satura Spacedesktop app · macOS, Windows Runs Unity hidden, streams the game, and opens a Tuner and animation timeline on it 19 $19/mo, $15 annual · bring your own agent Playing and tuning the change live, with the agent proving it
Unity AssistantUnity · official · beta Ask, Plan and Agent modes in the editor, plus a gateway for your own agent — Included with Pro · $10/mo on Personal Zero setup on Unity 6
Unity CLI + pluginUnity · official · beta A unity binary, an MCP server and skills for Claude Code, Codex and Grok — Free Skills from Unity's feature teams, and C# eval from CI
MCP for UnityCoplay · Python · 14.9k★ The default bridge: editor tools over MCP 50 Free · MIT Widest support, 2021.3 LTS through 6.x
Unity-MCPIvan Murzak · C# · 4.4k★ Tools, skills, a CLI and reflection that calls any C# method, private ones too 70+ Free · Apache-2.0 Methods nobody wrote a tool for
mcp-unityCoderGamester · TypeScript · 1.9k★ A Node bridge that fires any MenuItem 33 Free · MIT Menu-driven workflows and VS Code-like IDEs
Unity CLI Loophatayama · C# · 578★ A CLI and skills (MCP dropped in v3): compile, tests, Play Mode input, method-body hot-reload 18 Free · MIT A tight test loop: Play Mode breakpoints, input replay, Game View video
Unity MCPAnkleBreaker · Node · 494★ 80 tools up front, 269 more behind a discovery proxy 347 Free · own license Shader Graph, terrain, NavMesh, ProBuilder, profiler, MPPM
19 tools, not 347 · a tool count is a menu, not a capability
One call instead of twelveunity_exec takes a C# body, so placing, wiring and checking twelve objects is one call.
It compiles into the live editorRoslyn in memory, about a second, no domain reload, Play Mode too, and any Editor API.
Every tool costs context on every turnThe biggest catalog here hides 269 of its 347 tools behind a proxy and caps the rest at 48 KB.
The 19 do what exec cannotRelaunch the editor, clear native modals, read Unity's source, drive the app.
Only in Satura Space · nothing else in the table ships these
The game, in the appstreamed with real mouse and keyboard; the rest work from screenshots
The Tuner + AnimatorInspector, scene view and timeline on just what you need to tune
Driftour mascot explains fields and, when you ask, does the clicking on screen
4-player clone testingthe agent plays the match through all four synced clones
unity_tracedata breakpoints: what writes this field, on which frame
unity_resolve_dialogclears a native modal that froze the editor
unity_sourceUnity's C# source at your editor version
unity_scratchpada side project at your Unity version, streamed beside the game
Handles & reportsstep-by-step checks in the running game, shown in a report with the run video
Facts checked against public repositories, release notes and pricing pages · 12 October 2026

Swap agents any time; the bench stays.

What it needs

Runs on the setup you already have.

It drives the Unity editor and agent CLIs on your machine. Nothing runs in the cloud.

Platform

macOS · WindowsApple Silicon and Windows x64, auto-updating.

Unity

Unity 6At your project's exact version, via Unity Hub. Tested on 6000.6 and 6000.3.

Agents

Six, out of the boxWhichever are on your PATH. Every terminal is a real shell.

Your AI plan

Bring your ownWe never resell tokens or ask for an API key.

The fine print, upfront.

The limits you'd otherwise find after paying.

Works today Not yet
✓Unity 6 (Mono scripting backend) ✕Unity 2022/2021 LTS
✓Streamed input for the Input System, the legacy Input Manager, uGUI, TextMeshPro and OnGUI
✓Hot-reload of method bodies: Assembly-CSharp, asmdefs, embedded packages ✕Hot-reload of new fields, methods, types (normal recompile)
✓macOS Apple Silicon · Windows x64 ✕Intel Macs, Linux
✓Claude Code, Codex and Cursor with auto-registered Unity MCP ✕Unity MCP auto-registration for Grok Build, Kimi and opencode

Left column? You're 60 seconds from playing. Blocked by the right one? Say so on Discord; votes rank the roadmap.

Pricing

One plan. Every feature.

Bring your own AI subscription. We never resell tokens.

Satura Space PRO
$19/ month

$15/mo on the annual plan.

No credits, no overage, no token markup. We charge for the bench.

  • Verify agent work in seconds. The game runs beside the terminal
  • Open the Unity Editor less. It runs hidden
  • Change C# mid-game. Method bodies hot-reload
  • Ship work in parallel. Agents pre-wired to Unity via MCP
  • Test multiplayer without builds. Four clones, one grid
  • Tune it by hand. Inspector, scene view, timeline, Git and logs

macOS (Apple Silicon) and Windows (x64), auto-updating.

Choose your plan
$15/mo
$180 billed yearly · renews automatically · cancel anytime
Pay with
CardVisa · Mastercard · more
Get Started for Free

Free trial, no card required. Cancel anytime.

Straight answers

The things you'd want to know first.

Does it change my Unity project?

A little, in the open: one line in Packages/manifest.json, the engine package, a .sspace/ folder and MCP registration for your agents. All of it but the manifest line is gitignored for you.

What is the Tuner?

Unity's real Inspector, a scene view, a hierarchy and an animation timeline in a panel beside the game, in Edit or Play Mode. Drift, the Satura Space mascot, explains the fields, and Copy prompt sends your Play Mode changes to the agent.

Do I have to open the Unity Editor?

No. It runs hidden and streams into a panel. Reveal Editor shows the real window of the same process instantly, with no relaunch.

How is this different from a Unity MCP server?

An MCP server hands your agent the editor. Satura Space also runs it hidden, streams the game to you and lets the agent play the result before it reports back.

Which coding agents work?

Claude Code, Codex, Cursor, Grok Build, Kimi and opencode, from your PATH. The first three get the Unity MCP server registered automatically.

Does my game or code leave my machine?

No. Frames move over a shared GPU texture and everything else over local loopback. Crash reports are anonymous and scrubbed.

Can I run more than one copy of the game?

Yes. Up to four multiplayer clones, which boot in seconds because they share your Library, plus git worktrees for as many separate sessions as your machine handles.