I’ve been working on a private fork of com.unity.ai.assistant because I kept running into the same issues people mention here around agents, in-scene objects, UI authoring, and flaky MCP/relay behavior during normal editor state changes.
The main goal was to make the workflow less “generate everything at runtime” and more “work with normal Unity editor-authored objects and tunable values.”
What I’ve added / patched so far:
- more reliable MCP + relay startup/reconnect behavior during compile/import/play mode transitions
- recovery from broken empty-tool MCP sessions
- scene/UI tooling so agents can inspect more of what already exists instead of operating as blindly
- UI helpers for things like reading layout state, interactive regions, raycasts, Game view capture, ensuring named UI hierarchies, and setting layout/display properties
- serialized scene/prefab property assignment so wiring references is less dependent on custom runtime setup scripts
It’s still not magic, and models still need good prompting/checkpoints, especially for spatial work. But it’s been a lot better for editor-driven workflows than stock behavior in my testing.
I’m keeping the fork private for now since it’s based on Unity’s package, but if people are interested in the approach or want to compare notes, ask here or DM me. If you want to try it, DM me your GitHub username and I can add you read-only.