EditorPrimitives
138 tools in this family (folder Editor/Tools/EditorPrimitives/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
add_animator_parameter | writes | Add a parameter to an existing AnimatorController. Type must be 'Float', 'Int', 'Bool', or 'Trigger'… |
add_package | writes | Install a UPM package by ID (e.g. 'com.unity.cinemachine'). Optionally specify a version |
apply_patch | read-only | Submit a batch of proposed mutations (text edits, asset create/delete, property changes, GameObject … |
apply_visemes_to_blendshapes | writes | Apply viseme keyframes (output of compute_visemes_from_audio) to a SkinnedMeshRenderer's |
asset_store_link | read-only | Build a Unity Asset Store URL for a search phrase or a known package slug. |
audit_accessibility_hierarchy | read-only | Audit the active scene's UI for accessibility issues using Unity 6's Accessibility Hierarchy |
audit_addressables_groups | read-only | Inventory of all AddressableAssetGroups: name, schema types, entry count, total bytes per group. |
audit_audio_clips | read-only | Scan all AudioClip assets and flag long / uncompressed / decompress-on-load ones. |
audit_meshes | read-only | Scan all Mesh assets and flag high-triangle / unoptimized ones. |
audit_textures | read-only | Scan all Texture2D assets and flag oversized / uncompressed / inefficient ones. |
audit_webgl_build | read-only | Scan a WebGL build directory for size attribution: total bytes, breakdown by file extension |
auto_apply_animation_rigging | writes | Phase 5.29 migrate_animator_to_animation_rigging v2 — actually applies the rig. Adds RigBuilder |
auto_baker_authoring_for_dots | writes | Generate a DOTS Baker authoring template (.cs file) from a GameObject + selected Components in |
auto_generate_animator_from_clips | writes | Build an AnimatorController from a folder of AnimationClips. Creates one state per clip + an |
auto_generate_playtest_scenarios | writes | Generate a PlayMode test C# file with N scenario stubs for the active scene. Each stub sets |
bake_doctor_abort | writes | Abort an in-progress lightmap bake. Useful when you've waited 10min on 'Preparing bake' and |
bake_doctor_status | read-only | Diagnose the active scene's lightmap bake configuration and predict bake difficulty. Returns: |
bake_lightmaps | writes | Trigger an asynchronous lightmap bake for the active scene. Returns immediately; lightmapping contin… |
bake_occlusion_culling | writes | Run static occlusion culling computation on the active scene. Synchronous — blocks until done. |
browse_vault | read-only | Open the Vault Browser window — a visual gallery showing thumbnails of vault |
capture_game_view_screenshot | read-only | Capture a PNG screenshot of the current Game View. Returns the absolute file path. |
capture_scene_view_screenshot | read-only | Captures a PNG of the active Scene View camera (Editor authoring |
clear_profiler_data | writes | Clear all recorded profiler frame data. Useful before starting a fresh measurement run. |
clone_shader_graph | writes | Duplicate an existing .shadergraph to a new path. Use this as the 'create from template' |
compute_visemes_from_audio | read-only | Analyze an AudioClip via energy + zero-crossing-rate and emit viseme keyframes (Sil / AA / OO / |
convert_legacy_to_2d_collider | writes | Scan active scene for GameObjects that have a SpriteRenderer + 3D Collider (BoxCollider / |
create_animator_controller | writes | Create a new AnimatorController asset at the given project-relative path (e.g. 'Assets/Animations/My… |
create_assembly_definition | writes | Create a .asmdef file (Unity Assembly Definition). Partitioning Scripts/ into multiple |
create_audio_source | writes | Add an AudioSource component to a GameObject. Optionally pre-configure clip path, volume, loop, play… |
create_cinemachine_camera | writes | Create a CinemachineCamera (Cinemachine 3.x) at the given position. Optionally set Follow + LookAt t… |
create_gameobject | writes | Creates a primitive (cube / sphere / capsule / cylinder / plane / |
create_input_action_asset | writes | Create a new InputActionAsset at the given path. The asset starts empty — |
create_light | writes | Create (or update) a GameObject with a Light component. Type must be 'Directional', 'Point', |
create_light_probe_group | writes | Create a LightProbeGroup with probes auto-placed on a uniform 3D grid in the given bounds. |
create_material | writes | Creates a Material asset on disk under Assets/. Choose shader |
create_material_smart | writes | Scan a folder for textures, group by base name (stripping suffixes like _albedo, _normal, |
create_particle_system | writes | Create a GameObject with a ParticleSystem component. Optional emission rate, start lifetime, start s… |
create_reflection_probe | writes | Create a ReflectionProbe at the given position with optional box size + bake settings. |
create_render_texture | writes | Create a RenderTexture asset with configurable size + format. Useful for camera renders to |
create_script | writes | Creates or overwrites a C# script under Assets/ or Packages/. |
create_shader_from_template | writes | Create a new ShaderLab .shader file from a starter template. Templates: |
create_terrain | writes | Create a new Terrain GameObject + TerrainData asset. Heightmap resolution must be a power of two plu… |
create_timeline_asset | writes | Create a new TimelineAsset at the given path. Returns the asset GUID. |
execute_csharp | destructive | Compile and execute arbitrary C# code in the Unity Editor. |
execute_menu_item | destructive | Execute a Unity Editor menu item by its path. Examples: |
find_addressables_duplicates | read-only | Find assets that are referenced by multiple Addressable groups OR included transitively in |
find_gameobjects | read-only | Find GameObjects in the active scene by name (substring or exact), tag, layer, |
find_largest_assets | read-only | Return top-N assets by file size. Critical for build-size optimization — typically dominated |
find_outliers | read-only | Find vault assets that don't fit with their neighbors — useful for spotting |
find_similar_to_image | read-only | Find assets visually similar to a reference image or asset. Pass either |
find_unused_assets | read-only | Scan all assets in the project for ones not referenced from any scene, prefab, or other |
flatten_terrain | writes | Flatten a Terrain to a uniform height (in heightmap-normalized units 0..1). 0 = lowest, 1 = highest. |
generate_changelog_from_commits | read-only | Read git log, cluster commits by conventional-commit type (feat / fix / docs / refactor / |
generate_client_mcp_config | read-only | Generate the MCP config that registers Buril in opencode or Google Antigravity, pre-filled |
generate_rider_mcp_config | read-only | Generate the JSON config snippet a Unity dev needs to register Buril as an MCP server in |
generate_skybox_from_prompt | writes | Generate a skybox from a text prompt via HuggingFace Inference API. Default model: |
get_audio_listener_count | read-only | Count AudioListener components in the active scene. Unity expects exactly 1 per scene; >1 produces w… |
get_audio_settings | read-only | Return Unity's runtime audio settings: output sample rate, DSP buffer size, speaker mode. |
get_buril_optimized_system_prompt | read-only | Return Buril's battle-tested system prompt for Unity-Editor agentic work. Drop into your |
get_buril_recipes_index | read-only | Return the index of Buril recipes (multi-tool agent workflows) shipped with the bridge. Each |
get_gameobject_details | read-only | Return every component on a GameObject and its serialized properties. |
get_lightmap_status | read-only | Return whether a lightmap bake is currently running, plus the count of baked lightmap textures. |
get_mcp_auth_token | destructive | Return the MCP HTTP auth token the bridge is currently enforcing, in plaintext. Marked |
get_nettick_project_config | read-only | Read NetworkProjectConfig (Fusion 2's per-project settings asset) via SerializedObject. |
get_particle_system_info | read-only | Inspect a ParticleSystem's main + emission module values. |
get_profiler_stats | read-only | Sample current memory usage and frame stats from the Unity profiler. |
get_project_health | read-only | Aggregated project health snapshot: console errors/warnings (recent), build readiness, scene state, |
get_security_status | read-only | Audit Buril's current security posture: HTTP token-auth enabled?, bind address (localhost vs |
get_terrain_height | read-only | Sample the height of a Terrain at a world-space (x, z) coordinate. Returns world-space y. |
get_terrain_info | read-only | Return Terrain configuration: size, heightmap resolution, alphamap resolution, detail resolution, tr… |
get_test_results | read-only | Returns the most recent test run's results. Status field is 'no_run_yet' before any run, 'running' d… |
import_from_asset_store | writes | Import specific files from a cached Asset Store package (found via |
import_unity_package | destructive | Import a .unitypackage file at the given path into the current project. The |
import_unity_package_batch | writes | Import multiple .unitypackage files sequentially (silently). Single approval gate covers all. |
import_unity_package_headless | writes | Import a .unitypackage file silently (no dialog). Required for batchmode / CI workflows. |
index_asset_store | read-only | Scan Unity's Asset Store cache (the folder where the Hub stores downloaded |
index_vault | read-only | Populate the semantic vault by embedding every asset's text representation and |
inject_method_trace | destructive | Inject a Debug.Log call at the entry of every method matching a name pattern in a compiled |
inspect_uxml | read-only | Parse a .uxml file as XML and return: element tree summary (tag name + class + name per node), |
list_animation_rigs_in_scene | read-only | List every Rig component in the active scene with its weight and the number of attached |
list_animator_parameters | read-only | List all parameters defined on an AnimatorController asset. |
list_assets | read-only | Search project assets using AssetDatabase's filter syntax. Examples: |
list_cinemachine_cameras | read-only | Find all CinemachineCamera components in the active scene with their priorities and targets. |
list_dots_systems | read-only | List all systems in a DOTS World, by name. Pair with profiler tools to find which system |
list_dots_worlds | read-only | List all DOTS Worlds (e.g. 'Default World', 'ServerWorld', 'ClientWorld') with system + entity count… |
list_fusion_network_objects_in_scene | read-only | List every Fusion 2 NetworkObject component in the active scene (including inactive). |
list_fusion_network_prefabs | read-only | List every prefab in the project that has a Fusion.NetworkObject component on its root. |
list_input_action_assets | read-only | List every InputActionAsset in the project with their action map + action counts. |
list_locales | read-only | List every Locale registered in LocalizationSettings.AvailableLocales. |
list_netdeterm_assets | read-only | List every Quantum.AssetObject-derived asset in the project (SimulationConfig, RuntimeConfig, |
list_packages | read-only | List all installed UPM packages with their versions and registry source. |
list_probuilder_meshes_in_scene | read-only | List every ProBuilderMesh component in the active scene with its face / vertex / edge counts. |
list_quantum_dsl_files | read-only | List all Quantum 3 DSL files (.qtn) under Assets/. These define components, systems, globals, |
list_quantum_maps | read-only | List all QuantumMap assets — these are deterministic-physics baked representations of Unity scenes, |
list_scene_hierarchy | read-only | Walks every loaded scene and dumps the GameObject tree as JSON: |
list_shader_graph_assets | read-only | List all .shadergraph and .shadersubgraph assets in the project. |
list_string_table_collections | read-only | List every StringTableCollection in the project. These bundle related localized strings |
list_uss_assets | read-only | List every USS (Unity Style Sheet) asset. USS is CSS-like styling for UXML — selectors, |
list_uxml_assets | read-only | List every UXML asset (VisualTreeAsset) in the project. UXML defines UI Toolkit hierarchies — |
list_visual_script_graphs | read-only | List every Visual Scripting graph asset in the project: ScriptGraphAsset (flow graphs) + |
list_visual_script_machines_in_scene | read-only | List every ScriptMachine + StateMachine component in the active scene. Reports the GameObject, |
manage_asset | writes | Renames, moves, duplicates, or deletes a project asset under |
manage_component | writes | Adds or removes a component on a GameObject by type name. Use |
manage_prefab | writes | Three prefab operations: 'instantiate' drops a prefab into the |
manage_scene | writes | Open, save, create, or list scenes. Use 'open' with path; 'save' with optional |
migrate_animator_to_animation_rigging | read-only | Detect Animator components in the active scene that could benefit from Animation Rigging |
modify_gameobject | writes | Modify a GameObject's transform (position, rotation, scale), name, tag, |
populate_scene | writes | Populate the active scene from a list of placement specs. For each spec, the |
populate_scene_advanced | writes | Populate the active scene with advanced placement controls beyond populate_scene v1: |
read_console | read-only | Read recent Unity Console messages (Log, Warning, Error, Exception). |
read_file | read-only | Read a text file from the project. Path must be relative to the project |
read_quantum_default_configs | read-only | Read QuantumDefaultConfigs — the singleton bundle Quantum 3 uses at boot to resolve the active |
read_shader_graph_json | read-only | Read a .shadergraph file as JSON. Unity stores Shader Graphs as JSON internally — this tool |
record_camera_path_to_timeline | writes | Record a Camera's transform + FOV during PlayMode at a sample rate. Returns sampled keyframes |
record_play_mode_fields | writes | Phase 5.23 v2 — record user-specified component fields during PlayMode with delta encoding |
remove_package | destructive | Uninstall a UPM package. ALWAYS approved — removing a package can break references throughout the pr… |
run_edit_mode_tests | writes | Execute EditMode tests via Unity's Test Runner API. Returns immediately; poll get_test_results to … |
run_play_mode_tests | writes | Execute PlayMode tests via Unity's Test Runner API. Triggers a domain reload and PlayMode entry. |
search_asset_store | read-only | Search Unity's Asset Store cache index for individual files inside packages |
search_vault | read-only | Semantic search across project assets and (if indexed) Asset Store cache. |
seed_list | read-only | List all saved procgen seeds with their descriptions. |
seed_load | read-only | Load a saved seed and return its full spec. The agent can then pass spec into |
seed_save | writes | Save a reusable populate_scene / populate_scene_advanced spec as a named seed. |
set_animator_parameter | writes | Set a parameter value on a runtime Animator component (only works in Play Mode). |
set_inspector_property | writes | Sets a serialized Component field via SerializedProperty (so |
set_material_property | writes | Sets a typed property on a Material asset. Common names: |
set_particle_emission_rate | writes | Update the emission rate (particles per second) on an existing ParticleSystem. |
set_texture_import_preset | writes | Apply a known import preset to one or more Texture2D assets. Presets: |
set_token_auth | writes | Generate or rotate the MCP HTTP bearer token. NOTE: authentication can no longer be turned |
setup_clip_model | destructive | Download CLIP ViT-B/32 model files (~150MB) from HuggingFace into |
slice_sprite_grid | writes | Slice a Texture2D into a grid of sprites. Sets TextureImporter to Multiple sprite mode and |
start_profiler | writes | Enable Unity's built-in profiler. Frames recorded after this call are visible in the Profiler window… |
stop_profiler | writes | Disable Unity's built-in profiler. Existing frame data remains in the Profiler window for inspection… |
suppress_third_party_warnings | writes | Toggle Buril's known-third-party-warning filter for the current Editor session. Wraps |
take_memory_snapshot | destructive | Capture a Memory Profiler snapshot to disk. The snapshot can then be opened in the |
tetrahedralize_probes | writes | Compute the LightProbe tetrahedralization for the active scene. Required after manually adding probe… |
write_rider_config_file | writes | Convenience: write the Rider MCP config JSON (same as generate_rider_mcp_config) directly to |
write_shader_graph_json | writes | Write JSON content to a .shadergraph file and reimport. Pair with read_shader_graph_json |