Cheburnexus for game engines

Sees your whole project.
Acts inside it.

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.

Download the package Unity setup guide Watch it act inside Unity
U Unity 3dLive · Beta
UE Unreal EngineSoon
02 The second layer · Unity runtime

It doesn't just read your project.
It builds inside it.

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.

Runtime objects Real scripts Stays in your project
cheburnexus · runtime agent
PROMPT
{{ promptTyped }}
RUNTIME ACTIONS
{{ l.chip }} {{ l.text }}
Scene Game Inspector 60 fps
▶ Play mode
MainScene.unity
arena · core · {{ sceneCount }} turrets
Superpower · on a real scene

The links your source never mentions.

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.

Scene · MainScene.unity {{ gwStage }} code + Editor wiring
Game scene
{{ l.text }}
{{ n.title }}
{{ n.sub }}
{{ gwCount }} editor-time links resolved
0 of them appear in your C# source text
03 SceneBridge · the hands

26 tools that reach into the live scene.

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.

26
runtime tools
Cheburnexus v0.1 · SceneBridge connected
SCENE HIERARCHY {{ stCount }} objects
{{ r.label }} {{ r.tag }} {{ r.badge }}
TOOL CALL
{{ stTool }} {{ stArg }} {{ stStatus }}
{{ stResult }}
READ THE SCENE 17
{{ t.name }}
ACT ON THE SCENE 9
{{ t.name }}
How you run it · your console, any model

No new chat window. It lives in your console.

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.

MCP
one bridge · any console
terminal — cheburnexus via Cloud Code
Cheburnexus
Cheburnexus engine v0.8
Connected via Cloud Code · Sonnet · agent mode
D:\DEV\Unity\unitystation\UnityProject
Make project analyze
Called architecture-analyzer
Project already indexed — 3,265 files, 698 namespaces, 1,467 findings mapped. Saved ~913K tokens versus a raw scan of the source tree.
analyzer saved 913.3K tok · 1 call MCP bridge open
SUPPORTED CONSOLES
CC
Cloud Code
Terminal agent · MCP
Connected
Co
Codey
Terminal agent · MCP
Connected
+
More consoles & models
Bring your own LLM
In development

Any console that speaks MCP can point at the engine — the model choice stays yours.

How you run it · a real session variation B

You just talk to your console.

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.

terminal — cheburnexus · Cloud Code agent
Cheburnexus
Cheburnexus engine v0.8
Cloud Code · Sonnet · agent mode
D:\DEV\Unity\unitystation\UnityProject
Cached: the full project graph is live for this session
Query 3,265 indexed files without a re-scan while the engine stays warm. Facts are served over MCP to whichever model you drive. Run /reindex after big changes to refresh. Learn more
Make project analyze
Called architecture-analyzer
The project is already analyzed and up to date — Cheburnexus indexed 3,265 files, ~26.6K dependencies, 1,467 findings, last analyzed 2026-07-08T13:55:45Z (5 min ago, not stale/dirty). Saved ~913K tokens vs a raw scan.
Summary: 18 assemblies, 698 namespaces (587 declared/111 synthetic), 33 entry points (mostly EditorTool windows + a handful of [RuntimeInitializeOnLoadMethod] bootstraps like XenomorphLarvae, Portal, AlienPlayer).
Want me to dig into something specific next — findings summary, cycles, metric outliers, or a particular class/feature?
✳ Resolved in 11s
Jump to bottom (ctrl+End) ↓
⌕ analyzer: saved 913.3k tok · 1 calls
02b Inside the editor

The graph Cheburnexus builds in Unity.

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.

3265
files analyzed
1467
findings surfaced
84
cycles found
Dependency Graph
▶ Analyze
Root: Assets/Scripts ▾
3265 files · analyzed just now
Findings 1467 Fit
Cheburnexus
v0.1
Home
Project Folders 33
Scene Hierarchy
Analysis
Dependency Graph
Signals 33
Metrics
Cycles 84
AI Advisor
Settings
Help
CGUI_Vendor
CMachineFrame
Presentation
CVendorPresentation
US13.Objects
Ⓜ NetworkBehaviour
RELATIONS
SIZE
Usages 2
LOC 443
Dependencies 47
Methods 16
cross-feature-dependencyFix
cross-feature-dependencyFix
cross-feature-dependencyFix
▲ hide
? Why ⚡ Ask AI
↗ Open in editor
CDynamicItemStorage
Presentation
CHasNetworkTab
Presentation
CVendorItem
Presentation
Semantic (--input)
Superpower

We see what your code doesn't say.

A [SerializeField] reference wired in the Inspector isn't in your source text. Neither is a prefab override, a UnityEvent listener bound in the editor, or a ScriptableObject link. We parse your scene and prefab YAML directly and connect it to your C# — the one dependency graph that spans code AND editor-time wiring.

03 Unity · the defensible claim

Sees what text can't.

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#.

GREP · TREE-SITTER · EMBEDDINGS
✓ Method calls in source
✓ Class declarations
Inspector references
Prefab overrides
UnityEvent bindings
ScriptableObject links
CHEBURNEXUS
✓ Method calls in source
✓ Class declarations
✓ Inspector references
✓ Prefab overrides
✓ UnityEvent bindings
✓ ScriptableObject links
04 Runtime

SceneBridge — the live scene.

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.

LIVE · MainScene.unity
▸ Player — PlayerController, Rigidbody
▸ Weapon — prefab override ×2
▸ GameManager — UnityEvent → OnScore()
▸ UI/Canvas — 4 bindings
▸ AudioMixer — ScriptableObject ref
04 Tools

Everything the agent can reach for.

A focused toolset spanning both layers — reading the full project, and acting inside the live scene.

RUNTIME · ACT
Runtime Actions
Create objects in the scene, move, rotate and modify properties, and interact with components — live, as the game runs.
RUNTIME · WRITE
Runtime Script Generation
Generates real C# scripts that stay in your project — production code you keep, not throwaway snippets.
READ · STRUCTURE
Scene & Prefab YAML Inspector
Parses Unity's scene and prefab YAML structure directly and connects it back to your C#.
READ · WIRING
Editor-time Wiring Detection
[SerializeField] refs UnityEvent listeners ScriptableObject links Prefab overrides
EFFICIENCY
Token Economy
Compact, verified facts delivered to the LLM instead of raw source — full context without the huge prompt.
FACTS
Architecture Facts
Deterministic facts about your Unity project — types, references, layers and cycles, resolved by the compiler.
05 Downloads

Get the package.

One importable .unitypackage — download here or grab it on the Asset Store.

Requires: Unity 2021.3 LTS+
U
Unity package
v0.8 beta · .unitypackage · Unity 2021.3 LTS+ *
Asset Store Download package
UE
Unreal Engine
Coming soon
Soon
TS
TypeScript plugin
v0.6 beta · VS Code Marketplace · JetBrains *
Add to VS Code
PY
Python Engine
Coming soon
Soon

* Version numbers and links are placeholders.

Pricing · game engines

Engine builds are priced per seat.

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.

$23 /seat · mo
See engine pricing →