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AI Forge

AI Forge gives a local AI coding assistant real tools in your Unity project: understand the project, build scenes, import your own assets and verify its own work via screenshot. No MCP server, no daemon – just an AGENTS.md plus CLI- and file-based tools.

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AI Forge is an editor-time tool for AI-assisted development – it adds no runtime AI to your game. It gives an agent that can read files and run terminal commands tools inside Unity.

Concept

Every tool describes itself via a capability manifest. AI Forge collects these manifests in your project's AGENTS.md – when the agent opens the project, it knows immediately and without any setup what it can run and how. We call this the AI Bridge:

  • One manifest per package – describes the capabilities in a machine-readable form.
  • One AGENTS.md in the project root – read automatically by Claude Code & similar agents.
  • Two modes – headless via the CLI or, when the editor is open, via request/response files.

Agent setup

  1. Import AI Forge (Free or Pro) – it lands under Assets/AI Forge/.
  2. AI Forge writes/updates the AGENTS.md in the project root automatically.
  3. Start your AI agent in the project folder (e.g. Claude Code, Copilot, Cursor, Cline, Windsurf). It reads the AGENTS.md and knows all available tools.

Works with any file-/terminal-capable assistant. There is no server to start and nothing to keep alive – even in headless/CI operation.

Free vs. Pro

Both editions share the same root folder. Pro is self-contained – it already includes the complete Free scope. So you can start with either one; Pro imports cleanly on top of an existing Free installation (it only adds files, and every new tool appears automatically in the AGENTS.md).

ModuleFreePro
Core – discovery registry, AGENTS.md writer, file bridge
Project Lens – index & query the project
Scene Smith – build scenes declaratively
Scene Verify – render a scene as PNG (the agent sees its work)
Store Advisor – find & import your own store assets
Scene Smith Pro – lighting/environment presets, frame-all, save-as-prefab, batch
Project Lens Pro – unused assets, size report, missing scripts, dependency graph

Tools

Project Lens

Indexes your project into an AI-readable catalog (types, prefabs, materials, scenes, ScriptableObjects) and makes it queryable: text search, "prefabs with component X", "types that inherit from Y", reverse usages.

Scene Smith

Builds and populates scenes from a simple declarative specification: objects, prefabs, arrangement patterns, camera and lighting.

Scene Verify Pro

Renders a built scene into a PNG so the agent sees its own result and corrects itself. That closes the loop: build → look → fix – the most important building block for reliable, autonomous changes.

Store Advisor Pro

The agent sees the Asset Store packages you already own (from Unity's local download cache), can inspect the contents of a package without importing it, and import the right one into the project. It reads local data only – nothing is transmitted.

→ Full tool & CLI reference with capabilities, a SceneSpec example and invocations.

Headless & file bridge

Every tool runs in two modes. Headless via the command line:

Terminal
# run a tool headless
Unity -batchmode -executeMethod <Tool>.Run -<args…>

Or – when the editor is open – via simple request/response files. Everything survives the domain reloads that a Unity operation can trigger.

!

Batch/in-editor tasks must survive Unity domain reloads – AI Forge uses a state file plus an InitializeOnLoad resumer for this. Your own tools should follow the same pattern.