Supercharge Your Editor with AI Editor Eye StandAlone
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Editor Eye StandAlone gives your agent eyes and hands inside the Unity Editor.
Improve your development workflow.Compatible with Unity 2022.3.22f1 and later.Tested and verified with Unity 2022.3.22f1 and Unity 6000.3.7f1.Stop Being the Messenger Between Your AI and UnityYour 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 WritingDiagnose against the live EditorA 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 likeCompiling 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 Request1. Import `EditorEyeStandalone_vX_X_X.unitypackage` and wait.2. Once the import is complete, the **Editor Eye StandAlone — Ready** windowappears in front of the Unity Editor. Enter the prompt shown in the windowinto 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 ExecutableEES communicates through small JSON files inside your Unity project:```text/EditorEye/inbox/.json ← your agent writes a request/EditorEye/outbox/.json ← Unity writes the response/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.---Measured in a Real Unity ProjectIn 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 BuyYou need:- Unity **2022.3 LTS or later**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.---What You Get- Approximately **30 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 and Unity 6000.3.7f1 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.**Tool surface- A carefully curated set of AI-facing tools across 6 groups: `editor`, `scripting`, `scene`, `camera`, `play_mode`, `testing`- 3 further internal diagnostic/stub tools (`ping`, `get_version`, `set_client_name`) — hidden from the catalog but callable directly by name- Tool count is fixed and does not change with third-party packages installed in your project- Core coverage: hierarchy inspection, scene queries, Editor Console log retrieval, Scene View / Game View / custom-camera screenshot capture, Play Mode control (enter / exit / pause / step), runtime state assertions, NUnit test-runner integration- Nearly all actual editing (GameObjects, components, prefabs, materials, shaders, textures, ScriptableObjects, and any other Unity API surface) goes through `execute_dynamic_script`, which compiles and runs arbitrary C# in-process with full `UnityEditor` / `UnityEngine` / `AssetDatabase` / reflection access- `help(Topic="recipes")` ships a cookbook of ready-to-paste `execute_dynamic_script` snippets for common operations instead of a dedicated wrapper tool per operationQuality guarantees- Silent-failure-resistant schemas: nullable typed fields, `appliedFields` / `unchangedFields` / `actualValues` reporting so a response tells you exactly what happened- `help()` catalog is queried live at runtime — it can never drift out of sync with the tools actually registered in your project- `help(ToolName="")` returns the removal reason and the `execute_dynamic_script` alternative for any tool name an agent might recall from an older version, instead of a bare empty result- 0 compile errors verified on a clean Unity 2022.3.22f1 and Unity 6000.3.7f1 project with only the single required dependency installedArchitecture- File-based transport: no server process, no network port, no executable. Your agent writes a request JSON file to `/EditorEye/inbox/` and reads Unity's response from `/EditorEye/outbox/`- Requests are detected by a background `FileSystemWatcher`, so Editor focus is irrelevant, and a request written mid-compile or mid-Domain-Reload waits on disk and is picked up once Unity is ready — nothing is lost mid-flight- Responses are written to a temp file and renamed into place, so a response file you can see is always complete- `execute_dynamic_script` compiles and runs C# in-process via bundled Roslyn 4.9.2 (netstandard2.0, under `Editor/Execution/Plugins/CodeAnalysis/`) — no `Process.Start` anywhere in the compilation path; language level is C# 12Measured performanceMeasured on Unity 2022.3.22f1, Windows 11, one machine, a production project scene of 1,048 Transforms. Your own numbers will vary with hardware and project size.| | Steady state | First call after idle or Domain Reload ||---|---|---|| `execute_dynamic_script` compile + execute (`executionTimeMs`) | 0–8 ms | 350–850 ms || Editor-side request handling, including the scene / asset / Console change report (`elapsedMs`) | 260–430 ms | 740–860 ms || End-to-end round trip as the agent observes it | 0.4–0.8 s | 1.1–1.3 s |- Snippet complexity has almost no effect on execution time: a full walk of all 1,048 Transforms in the scene still executes in 2–8 ms. Compilation and execution are effectively free; the bulk of a round trip is the change-reporting layer that lets your agent skip a verification call.- Read-only queries are lighter. A Console log query averaged 636 ms end to end over 10 consecutive calls, with a 212 ms spread between fastest and slowest.Distribution- Single edition — no Pro/Mini/Free split, no license key, no trial gate, no online activation- Installs to `Assets/EditorEyeStandalone/` — a normal Assets folder, not a UPM package- Package size approximately 5 MB; zero executables, confirmed by full path enumeration of the shipped `.unitypackage`Open source attribution (full license texts in `NOTICE.md` inside the package)- Roslyn (.NET Compiler Platform) — Copyright (c) .NET Foundation and Contributors — MIT. `Microsoft.CodeAnalysis(.CSharp).dll` 4.9.2 (netstandard2.0) plus dependencies, powering in-process `execute_dynamic_script`- Tommy TOML parser — Copyright (c) 2020 Denis Zhidkikh — MIT- unity-cli-loop / uLoopMCP — Copyright (c) 2025 Masamichi Hatayama — MIT- Newtonsoft.Json — Copyright (c) 2007 James Newton-King — MIT- MCP for Unity (unity-mcp) — Copyright (c) 2025 CoplayDev — MITLicense: `LICENSE.md` (Editor Eye StandAlone-original portions) + `NOTICE.md` (third-party MIT components). Distributed under the Unity Asset Store Provider Agreement and Asset Store EULA.The implementation code and documentation of Editor Eye StandAlone arepredominantly generated using Anthropic's Claude (via the Claude Code CLIand Claude API and Codex CLI) as a coding assistant.Human-applied modifications beyond AI generation:- All AI output is reviewed, corrected for errors, validated against thedesign specifications, and integrated by the human publisher.- Compile / build verification by the human publisher (0 compile errorson the verified environment).- End users do not interact with AI through this package. The package isnot an MCP server or host of any kind: there is no process, no networkport, and no executable. It exposes a file-based transport(`/EditorEye/inbox/` and `outbox/` JSON files) that end users'own AI coding agent (such as Claude Code, Codex CLI, Cursor, or AntigravityCLI, Grok) reads and writes to drive the Unity Editor.

