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Supercharge Your Development Workflow - Editor Eye StandAlone preview
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Supercharge Your Development Workflow - Editor Eye StandAlone

By EdditorEye.app · tools/ai-ml-integration

FREE

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About Supercharge Your Development Workflow - Editor Eye StandAlone

Your AI agent already writes Unity code. It still can't open Unity. It edits C# then guesses everything else — did it actually land in the scene, did the project compile, does it look right when you press Play. So you paste screenshots, copy Console errors back into chat, and do the clicking yourself. Editor Eye StandAlone closes that gap. It puts 20 first-class Editor tools into the hands of the AI coding agent you already pay for: read the hierarchy, wire up components, build prefabs, enter Play Mode, simulate a screenshot capture, run C# live inside the Editor — then read the result and correct itself without you in the loop. Editor Eye StandAlone runs entirely inside the Unity Editor. Your agent drives it by writing one JSON file into the project folder and reading the reply. That's the whole protocol. One page of plain JSON, installed into your project as `EditorEye/AGENTS.md` so your agent can read it and drive itself. There is nothing else sitting between you and Unity: no server binary to download, no localhost port, no client config file to hand-edit, no client restart, no account, no API key of ours, no telemetry, no network traffic of any kind. Requests survive Domain Reload. Socket-based Unity integrations drop their connection the instant scripts recompile. Your agent's request dies mid-flight, and it's left guessing whether the work happened — one of the most common failure modes in this category of tool. A file simply waits on disk until Unity is ready to read it. Compile all you like; nothing is lost. It works even when Unity isn't the front window. Requests are picked up by a `FileSystemWatcher` on a background thread, independent of Editor focus. Unity can sit behind your browser, on a second monitor, or minimized. Your agent still gets through. Nothing is listening. No open port, no local HTTP server, no binary to whitelist. On a locked-down studio or enterprise machine, that's often the difference between "approved" and "no." The shipped package contains zero executables — every path inside the `.unitypackage` is enumerated and verified before release. Setup takes about a minute. 1. Import the package. 2. Tools › Editor Eye StandAlone › Setup Window › Install AI Assistant Docs. This writes the protocol to `EditorEye/AGENTS.md` and appends a short pointer to `CLAUDE.md`, `AGENTS.md`, `GEMINI.md`, and `.cursor/rules/editor-eye.mdc`. Existing files are appended to, never overwritten — running it twice is safe. 3. Ask your agent to do something in Unity. There is no step 4. No download dialog, no config JSON, no restart. What your agent can actually do. See. Read the hierarchy, inspect any GameObject, search the scene by name / component / tag / regex, pull Console logs and compile errors, and take screenshots — from the Scene View, the Game View, or a custom camera viewpoint. Build. Create and edit GameObjects, components, prefabs, materials, shaders, textures, and ScriptableObjects. Almost anything you'd do by hand in the Inspector, your agent can do through `execute_dynamic_script` — with the same access to `UnityEditor` / `UnityEngine` / `AssetDatabase` that any Editor script has. Play. Enter Play Mode, capture the result, assert on runtime state, run your NUnit test suite. The agent plays the game and tells you what broke. Write and run C# live. `execute_dynamic_script` compiles and executes arbitrary C# inside the Editor in around 15–90 ms, using an in-process Roslyn 4.9.2 compiler with C# 12 support. No `dotnet.exe`, no worker process, no `Process.Start` anywhere in the compilation path. Discover itself. There's no static tool list pushed into your agent's context. It calls `help()` for the live catalog and `help(ToolName="…")` for a full parameter schema, so the catalog can never drift out of sync with what's actually installed. Open by design. Every tool is readable C# source inside your project. Read one, extend one — the wire format is plain, documented JSON. No black box, no obfuscated DLL. Honest fit — please read before buying. You need an AI coding agent that can read and write files in your project. Claude Code, Codex CLI, Cursor, Gemini CLI, and similar coding agents all qualify. Chat-only clients cannot drive it — the plain Claude Desktop app or the ChatGPT web UI have no filesystem access to your project. This is a tool for coding agents, not chat windows. You bring your own AI. Editor Eye StandAlone has no subscription, no account, no API key of its own. Your existing agent subscription is the only thing you need. Anything that can write into your project folder can run C# in your Editor. Same exposure any localhost automation tool would have — stated plainly. Production quality. 20 AI-facing Editor tools across 6 groups (`editor` / `scripting` / `scene` / `camera` / `play_mode` / `testing`), plus 3 internal diagnostic/stub tools callable by name. The tool count is fixed and does not change with third-party packages installed in your project. Zero executables in the package, confirmed by full path enumeration of the shipped `.unitypackage`. What you install is readable C# plus a handful of MIT-licensed managed assemblies (Roslyn 4.9.2 and its dependencies, attributed in `NOTICE.md`). Roughly 5 MB, no server binary, no download step beyond one Unity package dependency (Newtonsoft.Json). 0 compile errors, verified on a clean Unity 2022.3.22f1 project with only the single required dependency installed. Silent-failure-resistant tool schemas — responses report exactly which fields were applied, so your agent doesn't have to guess whether a call actually took effect.

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