Unity modes, clones, agent terminals, alerts, the editor, search, logs, Git, the Tuner and stats in one window, with the game running beside them.
Unity with agents usually means an editor, a terminal, an IDE, a browser and the console. Here they sit around the running game in one window.
.gitignore-aware file tree that keeps Library/ out of the way.It's also Unity's External Script Editor, so double-clicking a script in Unity opens it here.
Counts, per-player filtering and search over every Debug.Log line, with each clone filtered separately.
The new-session menu also opens these panels, which split, tab and move like any other:
Open several windows to spread projects across monitors, and move a workspace between them.
Live CPU and memory for every terminal, Unity instance and internal process show a runaway agent or a wedged editor before the fans do.
The status bar shows Claude, Codex and Kimi usage limits with reset times.
A finished turn flashes the tab green with a sound, a permission stop amber. Nine sounds, including the Half-Life HEV beeps.
Pick a folder, terminals and agents (down to model and effort for Claude Code), the Unity mode and an optional git worktree, whose Library is a copy-on-write clone on macOS. Then press Launch.
Panes + git blameAlso Unity's External Script Editor, so .cs opens here.
ripgrep-backedStreaming full-text search with replace, plus fuzzy quick-open.
Per-playerThe Unity console with counts, filtering and search.
Live CPU + memoryPer terminal, per Unity instance, per internal process.
Yes, with syntax highlighting and git blame, in as many panes as you need, plus search with replace and fuzzy quick-open.
Yes. Satura Space is set as Unity's External Script Editor, so scripts open in the app.
Editor, terminals, search, Unity logs and stats, all around a game that is already running.