Cheburnexus reads the full truth of a Unity project — code, scene and prefab YAML, editor-time wiring — then works its second layer, the live runtime: creating objects, driving the scene and writing real scripts, like a developer inside the editor.
Unity has a second layer code alone can't reach — the live runtime. Cheburnexus works it directly: creates objects, moves and rotates them, edits components, and writes real runtime scripts straight into your project. You describe the outcome; it acts inside the scene.
Two HeroController scripts and a shared BeaconCore. Read the code and the link is invisible — but the scene YAML wires them together: [SerializeField] refs, a ScriptableObject link, a UnityEvent listener. Cheburnexus parses that and draws the graph code alone can't see.
SceneBridge is the hands. The agent reads the running hierarchy, creates and moves objects, sets prefab properties and saves the scene — every call lands on real GameObjects, not a text buffer.
Cheburnexus isn't another app to talk to. The engine exposes its tools over MCP, so you drive it from the agent console you already use — Cloud Code, Codey, and more in development — speaking to whichever LLM you prefer.
Any console that speaks MCP can point at the engine — the model choice stays yours.
Point Cloud Code, Codey or any MCP console at the engine and it answers with cached project facts — no plugin window, no re-scan, your model of choice.
Every node is where a class actually lives in the scene. Edges are real dependencies — usages, references, prefab and inspector wiring — pulled straight from your project, not guessed from text.
Half of a Unity project's wiring lives in the editor, not the source. grep, tree-sitter and embeddings are physically blind to it. We parse scene / prefab YAML and link it to C#.
Scene, prefabs and components available to your LLM in real time. Inspector callbacks (UnityEvent method-level wiring) surface as a distinct signal.
Ships free on the Asset Store as a read-only viewer — useful on its own, no .exe required.
A focused toolset spanning both layers — reading the full project, and acting inside the live scene.
One importable .unitypackage — download here or grab it on the Asset Store.
* Version numbers and links are placeholders.
Unity ships now, Unreal is next — both add the live runtime layer. Full tiers live on the pricing ledger, pre-set to the game-engines track.