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Publisher

EditorEye.app

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This entry is from Monday August 31, 2026. The price of the asset may have changed since then.
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Overview

# Stop Being the Messenger Between Your AI and Unity


Your AI coding agent can write Unity C#. But when it cannot see the live hierarchy, Console, Play Mode, or rendered result, it has to guess—and you have to relay screenshots, errors, and Inspector values back and forth.


**Editor Eye StandAlone gives your existing coding agent an observable, scriptable feedback loop inside the Unity Editor.**


It can inspect the real project, run Editor C#, enter Play Mode, capture results, read what happened, and iterate. You spend less time acting as the agent's eyes and hands.


**Inspect → change → run → observe → refine.**


That is the missing loop between AI-generated code and a result you can actually check in Unity.


---

## Delegate Unity Work, Not Just Script Writing

### Diagnose against the live Editor


A prefab is missing. A material renders black. A button ignores clicks. A script throws a `NullReferenceException`.


Instead of diagnosing from your description alone, your agent can query the scene hierarchy, GameObjects, components, tags, layers, references, Console history, and compile errors. It can apply a fix, wait for compilation, inspect the new result, and continue if another change is needed.


You describe the symptom. The agent gathers the Unity evidence.


### Check what the scene actually looks like


Compiling is not the same as working. A panel can be off-center, a character can clip through the floor, or a prop can appear behind the camera.


EES can capture the Scene View, Game View, or a named camera. A vision-capable coding agent can inspect the image, adjust the scene, and capture another result without asking you to take every screenshot.


### Turn repetitive Editor work into one request


- Place props along a curve.

- Rename objects to match a convention.

- Swap a material across dozens of prefabs.

- Repair references after reorganizing folders.

- Toggle or configure a component across a scene.


Your agent can write and run C# directly inside the Editor, using the same public `UnityEditor`, `UnityEngine`, and `AssetDatabase` APIs available to Editor scripts. One general execution tool reaches far beyond a fixed list of convenience actions.


### Run and verify, not just edit


**Inspect** — query hierarchies, objects, components, Console logs, and compile state.

**Build** — create and modify GameObjects, prefabs, materials, shaders, textures, ScriptableObjects, and other assets through live C#.

**Play** — enter, exit, pause, and step Play Mode.

**Check** — capture screenshots, assert runtime state, run NUnit tests, and read resulting values. Typed responses report applied and unchanged fields where relevant, so the agent has concrete state to work from.


---

## Three Steps to Your First Editor Request


1. Import `EditorEyeStandalone_vX_X_X.unitypackage` and wait.

2. Once the import is complete, the **Editor Eye StandAlone — Ready** window

appears in front of the Unity Editor. Enter the prompt shown in the window

into your AI coding agent.

3. Tell the AI what you want it to do. It will start working in Unity.


Setup writes the protocol to `EditorEye/AGENTS.md` and adds a short pointer to supported agent-instruction files. Existing files are appended to, not overwritten, and running setup again is safe.


EES works with filesystem-capable coding agents such as **Claude Code, Codex CLI, Cursor, and Gemini CLI**. You keep using the agent you already know.


---

## No Server, No Open Port, No Executable


EES communicates through small JSON files inside your Unity project:

```text

<Project>/EditorEye/inbox/<request-id>.json    ← your agent writes a request

<Project>/EditorEye/outbox/<request-id>.json   ← Unity writes the response

<Project>/EditorEye/status.json                ← current heartbeat and Editor state

```


There is no EES server to launch, network port to configure, executable to install, worker process to keep alive, or EES account to create.


Because requests live on disk, a request written while Unity is compiling or performing a Domain Reload waits for the Editor to become ready. There is no live socket connection for the reload to drop.


The package contains readable C# source, and its wire format is documented JSON. You can inspect, modify, or extend the system inside your own project.


---

## Broad Editor Reach Without a Huge Tool Catalog


EES provides **a carefully curated set of AI-facing tools across 6 groups**: `editor`, `scripting`, `scene`, `camera`, `play_mode`, and `testing`, plus 3 diagnostic tools callable by name.


Most editing goes through `execute_dynamic_script`, powered by in-process **Roslyn 4.9.2** with **C# 12**. Instead of requiring a separate wrapper for every Unity operation, your agent can use the public Editor APIs directly.


The live `help()` catalog reports the tools and schemas registered in the current project. Your agent can request one schema at a time rather than loading a large, potentially stale catalog into context.


Responses stay focused through chunked retrieval and compact hierarchy data. That gives the agent the evidence it needs without returning the entire project state on every call.


---

## Measured in a Real Unity Project


In one test on Unity 2022.3.22f1, Windows 11, and a scene containing 1,048 Transforms:

- Warm `execute_dynamic_script` compilation and execution: **0–8 ms**

- Warm Editor-side request handling with change reporting: **260–430 ms**

- Warm end-to-end round trip observed by the agent: **0.4–0.8 seconds**

The first call after idle or Domain Reload is slower while Roslyn warms up. Results vary with hardware and project size; these figures describe the verified test environment, not a universal guarantee.


---

## Know the Fit Before You Buy


**You need:**

- Unity **2022.3 LTS or later**

- **Windows 10 or 11, x64**

- An AI coding agent that can read and write files in your Unity project

**Render pipeline support:** Built-in (BiRP) and URP are the primary targets. HDRP is not formally verified for this release.

**Chat-only apps are not enough:** A Claude web or ChatGPT web conversation without project filesystem tools cannot drive Unity through EES.

**Bring your own AI:** EES does not include an AI model or make external AI API calls. Any subscription, API use, or data handling by your chosen coding agent is separate from EES.

**Security boundary:** EES can execute C# with Editor access. Anything able to write into `<Project>/EditorEye/inbox/` can request that execution, so only grant project write access to tools you trust. EES itself does not open a network listener.


---

## What You Get


- Approximately **5 MB**

- **Zero executables**

- One Package Manager dependency: `com.unity.nuget.newtonsoft-json`

- No EES subscription, license key, online activation, telemetry, or EES network traffic

- Readable Editor C# source and documented local JSON transport

- Verified with **0 compile errors** on a clean Unity 2022.3.22f1 project with the required dependency installed


Your AI already knows how to write Unity code. Give it the live Editor feedback it needs to work from evidence instead of guesses.


**Give your coding agent a real Unity feedback loop.**

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