Room to work

Separate projects for parallel work.

Two agents in one checkout overwrite each other. Give a session its own git worktree, or let an agent make a scratchpad, a side Unity project streamed next to your main one.

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

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

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

Why one checkout does not stretch

Two agents on the same files produce a merge nobody asked for. On one editor, A enters Play Mode while B recompiles, and both get results that describe neither change.

Worktrees from the launch screen

Pick a git project and the launch screen lists its worktrees. Creating one:

  • Adds a worktree at .sspace/worktrees/<name> on a branch of that name, reusing a leftover branch if nothing has it checked out.
  • Copies your uncommitted changes, which plain git worktree add leaves behind.
  • Copies the Library, so assets are already imported: a copy-on-write clone on macOS, a plain copy on Windows.

It opens as its own workspace with its own editor, stream and terminals. Merge the branch with Source Control or your own git tools.

Removing is cautious. After you confirm, the folder goes to the Trash and the branch is deleted.

Scratchpads for agents

A scratchpad is an empty Unity project with your Unity version, Packages/ and ProjectSettings/. Code behaves as in your game, without your scenes and 40 GB of art. Good for a shader, a mechanic or a bug repro.

  • unity_scratchpad creates, runs, renames, lists and removes them. The first boot imports packages and can take a few minutes.
  • Every other Unity MCP tool works inside one when the agent passes its path as project_root.
  • unity_scratchpad_copy moves assets in and out with their .meta files and GUID references, and never overwrites without overwrite.

A scratchpad beside the game.

Build something off to the side, then copy the prefab back into the project.

The specifics.

Worktrees

.sspace/worktrees/Created from the launch screen, one branch each, opened as a separate workspace.

Library

Copied inCopy-on-write clone on macOS, plain copy on Windows, plus your uncommitted changes.

Scratchpads

.sspace/scratchpads/Your Unity version, packages and settings, with an empty project.

Agent tools

unity_scratchpadWith unity_scratchpad_copy for GUID-safe import and export.

Questions.

What is a scratchpad?

An empty Unity project with your Unity version, packages and ProjectSettings. The app runs and streams it, and your scenes and art aren't there to break.

How does work get back into my project?

unity_scratchpad_copy exports assets with their .meta files and GUID references, and never replaces a file unless asked.

Does a scratchpad run all the time?

No. Its editor runs only while its panel is open; the files stay until you remove it.

Related

Give parallel work its own room.

A worktree when you want a second copy of the game, a scratchpad when an agent needs a clean project.

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