The Tuner

Tune values by hand while the game runs.

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)
Live demo

Try it on a real scene.

The same Tuner on a scene recorded from Unity. Edit a field, drag a handle or scrub the timeline.

Values need a person

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.

A small Unity editor in a panel

Open one from the new-session menu, or let an agent do it:

  • A scene view with its own camera and Unity's move, rotate, scale and Rect handles.
  • A hierarchy of the view, with Play Mode spawns marked as runtime objects.
  • Unity's own Inspector: UI Toolkit and IMGUI, custom editors, property drawers, curves, gradients, object pickers and Add Component.

Edit Mode saves like Unity

Each change is one Undo step, kept until you press Save. Prefab instances get Apply to Prefab and Revert.

Play Mode hands your tweaks back

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.

Play Mode states. An agent can define named moments, such as mid-attack, and the prompt groups your changes by state.

Views an agent sets up

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.

A timeline for animation clips

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.

  • A dopesheet and a Curves view with Unity's tangent modes, plus a normalized view for comparing curves.
  • Record keys every change at the playhead. Add Key and Add Property work as in Unity.
  • A motion path with a draggable dot on each position key.
  • Easing presets or cubic-bezier numbers, and events that call a method at their frame.
  • Clip settings for sample rate, length and looping.

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 walks you through it, when you ask

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.

An agent hands you the knobs.

The agent asks for the motes and every light. Drift tweaks them, and Copy prompt sends the values back.

Animation on the same panel.

Scrub the clip, drag a key, pick an easing, play it.

The specifics.

Inspector

Unity's ownUI Toolkit and IMGUI, custom editors and property drawers included.

Modes

Edit and PlayEdit Mode saves with Save; Play Mode changes go out through Copy prompt.

Animation

Timeline on .animDopesheet, curves, Record, events and motion paths, for Animator, Satura Animator and legacy Animation.

Agent tools

unity_tunerWith unity_clip for the clips, and satura_exec for Drift when you ask.

Straight answers

Tuner questions.

Is this Unity's real Inspector?

Yes. The Tuner draws each component's own inspector from the running editor, custom editors and property drawers included.

What happens to Play Mode changes?

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.

Can the agent show me what a field does?

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.

Does it work with prefabs?

Yes. Prefab instance edits become overrides with Apply and Revert, and prefab assets open on their own.

Related

Nudge it yourself, then hand it back.

Unity's Inspector, a scene view and an animation timeline beside the running game, and a prompt that tells the agent what you changed.

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