Skip to main content

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.

ToolEffectDescription
add_animator_parameterwritesAdd a parameter to an existing AnimatorController. Type must be 'Float', 'Int', 'Bool', or 'Trigger'…
add_packagewritesInstall a UPM package by ID (e.g. 'com.unity.cinemachine'). Optionally specify a version
apply_patchread-onlySubmit a batch of proposed mutations (text edits, asset create/delete, property changes, GameObject …
apply_visemes_to_blendshapeswritesApply viseme keyframes (output of compute_visemes_from_audio) to a SkinnedMeshRenderer's
asset_store_linkread-onlyBuild a Unity Asset Store URL for a search phrase or a known package slug.
audit_accessibility_hierarchyread-onlyAudit the active scene's UI for accessibility issues using Unity 6's Accessibility Hierarchy
audit_addressables_groupsread-onlyInventory of all AddressableAssetGroups: name, schema types, entry count, total bytes per group.
audit_audio_clipsread-onlyScan all AudioClip assets and flag long / uncompressed / decompress-on-load ones.
audit_meshesread-onlyScan all Mesh assets and flag high-triangle / unoptimized ones.
audit_texturesread-onlyScan all Texture2D assets and flag oversized / uncompressed / inefficient ones.
audit_webgl_buildread-onlyScan a WebGL build directory for size attribution: total bytes, breakdown by file extension
auto_apply_animation_riggingwritesPhase 5.29 migrate_animator_to_animation_rigging v2 — actually applies the rig. Adds RigBuilder
auto_baker_authoring_for_dotswritesGenerate a DOTS Baker authoring template (.cs file) from a GameObject + selected Components in
auto_generate_animator_from_clipswritesBuild an AnimatorController from a folder of AnimationClips. Creates one state per clip + an
auto_generate_playtest_scenarioswritesGenerate a PlayMode test C# file with N scenario stubs for the active scene. Each stub sets
bake_doctor_abortwritesAbort an in-progress lightmap bake. Useful when you've waited 10min on 'Preparing bake' and
bake_doctor_statusread-onlyDiagnose the active scene's lightmap bake configuration and predict bake difficulty. Returns:
bake_lightmapswritesTrigger an asynchronous lightmap bake for the active scene. Returns immediately; lightmapping contin…
bake_occlusion_cullingwritesRun static occlusion culling computation on the active scene. Synchronous — blocks until done.
browse_vaultread-onlyOpen the Vault Browser window — a visual gallery showing thumbnails of vault
capture_game_view_screenshotread-onlyCapture a PNG screenshot of the current Game View. Returns the absolute file path.
capture_scene_view_screenshotread-onlyCaptures a PNG of the active Scene View camera (Editor authoring
clear_profiler_datawritesClear all recorded profiler frame data. Useful before starting a fresh measurement run.
clone_shader_graphwritesDuplicate an existing .shadergraph to a new path. Use this as the 'create from template'
compute_visemes_from_audioread-onlyAnalyze an AudioClip via energy + zero-crossing-rate and emit viseme keyframes (Sil / AA / OO /
convert_legacy_to_2d_colliderwritesScan active scene for GameObjects that have a SpriteRenderer + 3D Collider (BoxCollider /
create_animator_controllerwritesCreate a new AnimatorController asset at the given project-relative path (e.g. 'Assets/Animations/My…
create_assembly_definitionwritesCreate a .asmdef file (Unity Assembly Definition). Partitioning Scripts/ into multiple
create_audio_sourcewritesAdd an AudioSource component to a GameObject. Optionally pre-configure clip path, volume, loop, play…
create_cinemachine_camerawritesCreate a CinemachineCamera (Cinemachine 3.x) at the given position. Optionally set Follow + LookAt t…
create_gameobjectwritesCreates a primitive (cube / sphere / capsule / cylinder / plane /
create_input_action_assetwritesCreate a new InputActionAsset at the given path. The asset starts empty —
create_lightwritesCreate (or update) a GameObject with a Light component. Type must be 'Directional', 'Point',
create_light_probe_groupwritesCreate a LightProbeGroup with probes auto-placed on a uniform 3D grid in the given bounds.
create_materialwritesCreates a Material asset on disk under Assets/. Choose shader
create_material_smartwritesScan a folder for textures, group by base name (stripping suffixes like _albedo, _normal,
create_particle_systemwritesCreate a GameObject with a ParticleSystem component. Optional emission rate, start lifetime, start s…
create_reflection_probewritesCreate a ReflectionProbe at the given position with optional box size + bake settings.
create_render_texturewritesCreate a RenderTexture asset with configurable size + format. Useful for camera renders to
create_scriptwritesCreates or overwrites a C# script under Assets/ or Packages/.
create_shader_from_templatewritesCreate a new ShaderLab .shader file from a starter template. Templates:
create_terrainwritesCreate a new Terrain GameObject + TerrainData asset. Heightmap resolution must be a power of two plu…
create_timeline_assetwritesCreate a new TimelineAsset at the given path. Returns the asset GUID.
execute_csharpdestructiveCompile and execute arbitrary C# code in the Unity Editor.
execute_menu_itemdestructiveExecute a Unity Editor menu item by its path. Examples:
find_addressables_duplicatesread-onlyFind assets that are referenced by multiple Addressable groups OR included transitively in
find_gameobjectsread-onlyFind GameObjects in the active scene by name (substring or exact), tag, layer,
find_largest_assetsread-onlyReturn top-N assets by file size. Critical for build-size optimization — typically dominated
find_outliersread-onlyFind vault assets that don't fit with their neighbors — useful for spotting
find_similar_to_imageread-onlyFind assets visually similar to a reference image or asset. Pass either
find_unused_assetsread-onlyScan all assets in the project for ones not referenced from any scene, prefab, or other
flatten_terrainwritesFlatten a Terrain to a uniform height (in heightmap-normalized units 0..1). 0 = lowest, 1 = highest.
generate_changelog_from_commitsread-onlyRead git log, cluster commits by conventional-commit type (feat / fix / docs / refactor /
generate_client_mcp_configread-onlyGenerate the MCP config that registers Buril in opencode or Google Antigravity, pre-filled
generate_rider_mcp_configread-onlyGenerate the JSON config snippet a Unity dev needs to register Buril as an MCP server in
generate_skybox_from_promptwritesGenerate a skybox from a text prompt via HuggingFace Inference API. Default model:
get_audio_listener_countread-onlyCount AudioListener components in the active scene. Unity expects exactly 1 per scene; >1 produces w…
get_audio_settingsread-onlyReturn Unity's runtime audio settings: output sample rate, DSP buffer size, speaker mode.
get_buril_optimized_system_promptread-onlyReturn Buril's battle-tested system prompt for Unity-Editor agentic work. Drop into your
get_buril_recipes_indexread-onlyReturn the index of Buril recipes (multi-tool agent workflows) shipped with the bridge. Each
get_gameobject_detailsread-onlyReturn every component on a GameObject and its serialized properties.
get_lightmap_statusread-onlyReturn whether a lightmap bake is currently running, plus the count of baked lightmap textures.
get_mcp_auth_tokendestructiveReturn the MCP HTTP auth token the bridge is currently enforcing, in plaintext. Marked
get_nettick_project_configread-onlyRead NetworkProjectConfig (Fusion 2's per-project settings asset) via SerializedObject.
get_particle_system_inforead-onlyInspect a ParticleSystem's main + emission module values.
get_profiler_statsread-onlySample current memory usage and frame stats from the Unity profiler.
get_project_healthread-onlyAggregated project health snapshot: console errors/warnings (recent), build readiness, scene state,
get_security_statusread-onlyAudit Buril's current security posture: HTTP token-auth enabled?, bind address (localhost vs
get_terrain_heightread-onlySample the height of a Terrain at a world-space (x, z) coordinate. Returns world-space y.
get_terrain_inforead-onlyReturn Terrain configuration: size, heightmap resolution, alphamap resolution, detail resolution, tr…
get_test_resultsread-onlyReturns the most recent test run's results. Status field is 'no_run_yet' before any run, 'running' d…
import_from_asset_storewritesImport specific files from a cached Asset Store package (found via
import_unity_packagedestructiveImport a .unitypackage file at the given path into the current project. The
import_unity_package_batchwritesImport multiple .unitypackage files sequentially (silently). Single approval gate covers all.
import_unity_package_headlesswritesImport a .unitypackage file silently (no dialog). Required for batchmode / CI workflows.
index_asset_storeread-onlyScan Unity's Asset Store cache (the folder where the Hub stores downloaded
index_vaultread-onlyPopulate the semantic vault by embedding every asset's text representation and
inject_method_tracedestructiveInject a Debug.Log call at the entry of every method matching a name pattern in a compiled
inspect_uxmlread-onlyParse a .uxml file as XML and return: element tree summary (tag name + class + name per node),
list_animation_rigs_in_sceneread-onlyList every Rig component in the active scene with its weight and the number of attached
list_animator_parametersread-onlyList all parameters defined on an AnimatorController asset.
list_assetsread-onlySearch project assets using AssetDatabase's filter syntax. Examples:
list_cinemachine_camerasread-onlyFind all CinemachineCamera components in the active scene with their priorities and targets.
list_dots_systemsread-onlyList all systems in a DOTS World, by name. Pair with profiler tools to find which system
list_dots_worldsread-onlyList all DOTS Worlds (e.g. 'Default World', 'ServerWorld', 'ClientWorld') with system + entity count…
list_fusion_network_objects_in_sceneread-onlyList every Fusion 2 NetworkObject component in the active scene (including inactive).
list_fusion_network_prefabsread-onlyList every prefab in the project that has a Fusion.NetworkObject component on its root.
list_input_action_assetsread-onlyList every InputActionAsset in the project with their action map + action counts.
list_localesread-onlyList every Locale registered in LocalizationSettings.AvailableLocales.
list_netdeterm_assetsread-onlyList every Quantum.AssetObject-derived asset in the project (SimulationConfig, RuntimeConfig,
list_packagesread-onlyList all installed UPM packages with their versions and registry source.
list_probuilder_meshes_in_sceneread-onlyList every ProBuilderMesh component in the active scene with its face / vertex / edge counts.
list_quantum_dsl_filesread-onlyList all Quantum 3 DSL files (.qtn) under Assets/. These define components, systems, globals,
list_quantum_mapsread-onlyList all QuantumMap assets — these are deterministic-physics baked representations of Unity scenes,
list_scene_hierarchyread-onlyWalks every loaded scene and dumps the GameObject tree as JSON:
list_shader_graph_assetsread-onlyList all .shadergraph and .shadersubgraph assets in the project.
list_string_table_collectionsread-onlyList every StringTableCollection in the project. These bundle related localized strings
list_uss_assetsread-onlyList every USS (Unity Style Sheet) asset. USS is CSS-like styling for UXML — selectors,
list_uxml_assetsread-onlyList every UXML asset (VisualTreeAsset) in the project. UXML defines UI Toolkit hierarchies —
list_visual_script_graphsread-onlyList every Visual Scripting graph asset in the project: ScriptGraphAsset (flow graphs) +
list_visual_script_machines_in_sceneread-onlyList every ScriptMachine + StateMachine component in the active scene. Reports the GameObject,
manage_assetwritesRenames, moves, duplicates, or deletes a project asset under
manage_componentwritesAdds or removes a component on a GameObject by type name. Use
manage_prefabwritesThree prefab operations: 'instantiate' drops a prefab into the
manage_scenewritesOpen, save, create, or list scenes. Use 'open' with path; 'save' with optional
migrate_animator_to_animation_riggingread-onlyDetect Animator components in the active scene that could benefit from Animation Rigging
modify_gameobjectwritesModify a GameObject's transform (position, rotation, scale), name, tag,
populate_scenewritesPopulate the active scene from a list of placement specs. For each spec, the
populate_scene_advancedwritesPopulate the active scene with advanced placement controls beyond populate_scene v1:
read_consoleread-onlyRead recent Unity Console messages (Log, Warning, Error, Exception).
read_fileread-onlyRead a text file from the project. Path must be relative to the project
read_quantum_default_configsread-onlyRead QuantumDefaultConfigs — the singleton bundle Quantum 3 uses at boot to resolve the active
read_shader_graph_jsonread-onlyRead a .shadergraph file as JSON. Unity stores Shader Graphs as JSON internally — this tool
record_camera_path_to_timelinewritesRecord a Camera's transform + FOV during PlayMode at a sample rate. Returns sampled keyframes
record_play_mode_fieldswritesPhase 5.23 v2 — record user-specified component fields during PlayMode with delta encoding
remove_packagedestructiveUninstall a UPM package. ALWAYS approved — removing a package can break references throughout the pr…
run_edit_mode_testswritesExecute EditMode tests via Unity's Test Runner API. Returns immediately; poll get_test_results to …
run_play_mode_testswritesExecute PlayMode tests via Unity's Test Runner API. Triggers a domain reload and PlayMode entry.
search_asset_storeread-onlySearch Unity's Asset Store cache index for individual files inside packages
search_vaultread-onlySemantic search across project assets and (if indexed) Asset Store cache.
seed_listread-onlyList all saved procgen seeds with their descriptions.
seed_loadread-onlyLoad a saved seed and return its full spec. The agent can then pass spec into
seed_savewritesSave a reusable populate_scene / populate_scene_advanced spec as a named seed.
set_animator_parameterwritesSet a parameter value on a runtime Animator component (only works in Play Mode).
set_inspector_propertywritesSets a serialized Component field via SerializedProperty (so
set_material_propertywritesSets a typed property on a Material asset. Common names:
set_particle_emission_ratewritesUpdate the emission rate (particles per second) on an existing ParticleSystem.
set_texture_import_presetwritesApply a known import preset to one or more Texture2D assets. Presets:
set_token_authwritesGenerate or rotate the MCP HTTP bearer token. NOTE: authentication can no longer be turned
setup_clip_modeldestructiveDownload CLIP ViT-B/32 model files (~150MB) from HuggingFace into
slice_sprite_gridwritesSlice a Texture2D into a grid of sprites. Sets TextureImporter to Multiple sprite mode and
start_profilerwritesEnable Unity's built-in profiler. Frames recorded after this call are visible in the Profiler window…
stop_profilerwritesDisable Unity's built-in profiler. Existing frame data remains in the Profiler window for inspection…
suppress_third_party_warningswritesToggle Buril's known-third-party-warning filter for the current Editor session. Wraps
take_memory_snapshotdestructiveCapture a Memory Profiler snapshot to disk. The snapshot can then be opened in the
tetrahedralize_probeswritesCompute the LightProbe tetrahedralization for the active scene. Required after manually adding probe…
write_rider_config_filewritesConvenience: write the Rider MCP config JSON (same as generate_rider_mcp_config) directly to
write_shader_graph_jsonwritesWrite JSON content to a .shadergraph file and reimport. Pair with read_shader_graph_json