Context Options
Open Context Options from the sidebar (the cube/layers icon). These settings control how much Unity context is sent with each request: scene structure, script contents, and size limits. Your Processing Mode (Fast / Extended / Thinking) also applies default limits; the panel shows the current mode and those defaults.| Option | What it does | When to adjust |
|---|---|---|
| Scene Max Depth | How deep the hierarchy is included (1–10 levels, or Unlimited). | Lower (1–3) for simple scenes or faster, smaller requests. Higher or Unlimited when the AI needs to see nested objects (e.g. deep UI or complex prefab hierarchies). |
| Max Script Bytes | Total size cap for script content sent (slider + presets: 64KB, 200KB, 512KB). | Lower (e.g. 64KB) for quick questions or to reduce tokens. Higher (200KB–512KB) when you need the AI to read many or large scripts (e.g. “refactor all movement scripts”). |
| Include Scene Summary | Sends scene name, path, object count, root names. | Leave on for most tasks so the AI knows which scene and scale. Turn off only if you want to minimize context and don’t need scene identity. |
| Include Scene Hierarchy | Sends the full GameObject hierarchy (names, paths, parents, components) within the depth limit. | On for creating/editing objects, UI, or anything scene-related. Off only for pure script-only questions where hierarchy doesn’t matter. |
| Include Scripts Content | Sends the text of scripts (up to Max Script Bytes). |
- Faster / cheaper: Reduce Scene Max Depth, Max Script Bytes, or turn off Include Scripts Content or Include Scene Hierarchy when the task doesn’t need them.
- More accurate: Increase depth or script size, or turn on hierarchy/scripts, when the AI needs to see structure and code (e.g. “wire the button to the manager in the scene”).
- Processing Mode: Fast uses smaller defaults (depth 2, 64KB scripts); Extended and Thinking use larger ones. Use Fast for quick iterations; use Extended or Thinking when you need more context in one go.
Attaching scripts and assets (@)
To give the AI specific scripts or assets for a message (full script content or asset path/type), use @ in the chat input. How to use it- In the message box, type @.
- A dropdown appears with:
- Suggestions: Scripts and assets from your Unity project, filtered by what you type after @ (e.g. @Player). Use ↑/↓ to move, Enter or Tab to select.
- “Add script…” / “Add asset…”: opens the full script or asset selector (same as the sidebar buttons).
- Selected items appear as chips above the input (e.g. @PlayerMovement, @MainMenu). Remove a chip with × if you don’t want it sent.
- Send the message as usual. The attached scripts (with content) and assets (path + type) are sent with that message so the AI can reference them directly.
- Scripts: “Change the logic in @PlayerMovement to add double jump” or “Add a method to @GameManager that resets the level.” Attaching the script ensures the AI has that file’s content even if it’s not in the default context.
- Assets: “Use the @MainMenu prefab for the button” or “Apply @GrassMaterial to the terrain.” The AI gets the exact path and type.
- Combined: Attach the scripts and assets that matter for the task so the AI doesn’t have to guess or rely only on automatic context.
- Sidebar Add Scripts and Add Assets open the full selectors; chosen items are also attached to the next message and show as chips. The @ dropdown is a shortcut from the composer area without leaving the keyboard.

