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.
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
Agents are bad at feel. The Tuner is a small Unity editor beside the game, drawn from the hidden editor that's already running.
Unity's ownCustom editors, drawers, curves and Add Component.
Its own cameraOrbit, pick and drag handles, with Unity's gizmos.
A timeline on .animDopesheet, curves, Record, events and motion paths, in the clips Unity opens.
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 →
One code change, through the usual loop and through this one.
New fields, methods and types still need a normal recompile. The fine print →
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.
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.
Pass, fail, skipFilters, and a link from each check to its moment in the video.
Frame by frameEvent markers, a log that follows the video, hover previews and trackpad gestures.
Opened in placeA file name with a line number opens the code inside the report.
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 →
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.
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"])
From the launch screenIts own branch, editor and stream.
Uncommitted changes copiedAnd the Library, unlike plain git worktree add.
For agentsYour Unity version and packages, run on demand.
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 →
It all fits in one window, and terminals run in a detached daemon, so updating the app doesn't kill an agent.
One click shows the hidden editor's real window, the same running instance with no relaunch. One more hides it.
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.
Each agent gets its own terminal in panes, tabs or windows. Claude Code, Codex and Cursor come wired to Unity via MCP.
Detected from your PATH.
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.
Up to four lightweight clones in an auto-grid, one Play button, each with its own stream, console and hot-reload.
A .gitignore-aware file tree, an editor with git blame, search and replace, and fuzzy quick-open.
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 →
Claude and Codex session and weekly limits, with reset times, in the status bar.
The Unity console in the app, filtered per player and searchable.
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
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() => ...; }
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 →
Dark, Light, Midnight, Nebula and Sepia recolor the app chrome instantly.
Choose the folder, terminals, agents (down to model and effort), the Unity mode and an optional git worktree with your uncommitted changes.
Unity's own two and the five most-starred community bridges. None of them stream the running game to you.
| Tool | What it is | Tools | Price | What 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 |
unity_exec takes a C# body, so placing, wiring and checking twelve objects is one call.| The game, in the app | streamed with real mouse and keyboard; the rest work from screenshots |
| The Tuner + Animator | Inspector, scene view and timeline on just what you need to tune |
| Drift | our mascot explains fields and, when you ask, does the clicking on screen |
| 4-player clone testing | the agent plays the match through all four synced clones |
unity_trace | data breakpoints: what writes this field, on which frame |
unity_resolve_dialog | clears a native modal that froze the editor |
unity_source | Unity's C# source at your editor version |
unity_scratchpad | a side project at your Unity version, streamed beside the game |
| Handles & reports | step-by-step checks in the running game, shown in a report with the run video |
Swap agents any time; the bench stays.
It drives the Unity editor and agent CLIs on your machine. Nothing runs in the cloud.
macOS · WindowsApple Silicon and Windows x64, auto-updating.
Unity 6At your project's exact version, via Unity Hub. Tested on 6000.6 and 6000.3.
Six, out of the boxWhichever are on your PATH. Every terminal is a real shell.
Bring your ownWe never resell tokens or ask for an API key.
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.
Bring your own AI subscription. We never resell tokens.
$15/mo on the annual plan.
No credits, no overage, no token markup. We charge for the bench.
macOS (Apple Silicon) and Windows (x64), auto-updating.
Free trial, no card required. Cancel anytime.
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.
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.
No. It runs hidden and streams into a panel. Reveal Editor shows the real window of the same process instantly, with no relaunch.
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.
Claude Code, Codex, Cursor, Grok Build, Kimi and opencode, from your PATH. The first three get the Unity MCP server registered automatically.
No. Frames move over a shared GPU texture and everything else over local loopback. Crash reports are anonymous and scrubbed.
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.