Unity
BIGGI can work with Unity source files and use a managed, editor-only bridge for live project operations. The bridge is part of the embedded runtime and is regenerated when needed; users do not install a separate BIGGI Unity package.
Before you start
- Open the Unity project folder in VS Code.
- Install a compatible Unity editor for the version recorded in
ProjectSettings/ProjectVersion.txt. - Open the project in Unity when you want live-editor operations.
- Select Gameplay, Tech Art, Perf, Debug, or Code in BIGGI.
If multiple Unity versions are installed, set BIGGI_UNITY_BIN in the runtime environment or configure the project so BIGGI can select the intended editor.
What BIGGI can do
- Inspect scenes and serialized Unity assets
- Run or stop play mode
- Read console output
- Execute Unity tests
- Capture screenshots
- Run structured playtest scenarios
- Profile frames and allocations
- Inspect or invoke opted-in runtime contracts
- Build supported project targets
- Perform selected structured scene and reference edits
The exact operation depends on the editor version, whether a display is available, and whether the managed bridge compiles in the project.
Ask for verification
Use prompts that name the visible behavior and evidence:
Use the Gameplay agent. Fix the double-jump regression in the current player controller. Inspect the scene and input setup first, run the focused Unity tests, then play the scene and confirm from console or runtime evidence that only one air jump is accepted.
For performance:
Use the Perf agent. Profile the combat scene, identify the largest repeatable frame-time or allocation source, make one bounded optimization, and compare the evidence before and after.
Input System requirements
Structured input playtests use Unity's Input System package:
- Install
com.unity.inputsystem. - Open Project Settings → Player → Other Settings.
- Set Active Input Handling to Input System Package (New) or Both.
- Let Unity finish recompiling.
Direct runtime actions and non-input verification may still be available without an Input System playtest.
Managed project files
BIGGI can write a generated bridge under Packages/com.biggi.bridge. Treat it as runtime-managed code. Do not customize it; BIGGI can repair or replace it when the protocol changes.
Review all other project changes in the diff, including Unity .meta files.
When an operation is unavailable
- Open the matching Unity editor and let the project compile.
- Resolve Unity compile errors before retrying live operations.
- Confirm Unity licensing in the editor.
- Use console, tests, scene inspection, or a manual run when screenshots or play mode are unavailable.
- Ask BIGGI to report the specific capability gap instead of continuing without verification.