Unity MCP · editor-driving
CodeScenes · code-first
The interface
The AI drives the editor through dozens of granular tool calls, one action at a time.
The AI edits one readable C# file: the whole scene, in context.
Context cost
~48 tool schemas held in context every session, before any work begins.
[6]Just the scene, as code. Budget goes to reasoning, not tool definitions.
Failure mode
Long tool sequences compound errors. A run can stall half-way, mid-mutation.
[5]An edit compiles atomically. It either applies cleanly or it doesn't. No half-built scene.
Version control
Still wrangling
.unity YAML merges by hand. You know the headache.
[1]Real git diffs, pull-request review, and blame on your scene.
What AI is good at
Reasoning about a 3D scene through text, the regime LLMs are weakest in.
Reading and writing symbolic code with explicit coordinates, right where they're strongest.
Sync back
One-way and imperative: the scene is the sum of whatever mutations ran.
Automatic two-way: editor edits flow back into the code, invisibly.