Agents inside the Unity Editor
I connect coding agents to the Unity Editor over MCP. They compile, read the console, run editor scripts and inspect prefabs and ScriptableObjects themselves, instead of guessing from source files.
Developer at Noxgames since 2019, from turn-based strategy to roguelike tower defense. These days I also design how our team works with AI coding agents, so features get shipped faster without lowering the bar on quality.
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I use AI coding agents (mainly Claude Code) every day on production Unity games. Not as autocomplete, but as a tool I direct, review and build infrastructure around.
I connect coding agents to the Unity Editor over MCP. They compile, read the console, run editor scripts and inspect prefabs and ScriptableObjects themselves, instead of guessing from source files.
I write shared skills that encode how our projects work: adding a tower from an existing one, wiring attributes, keeping serialization safe during renames, auditing Addressables, reviewing against project-specific pitfalls.
Every change is read, diffed and tested before it lands. I know where agents tend to break a Unity project (serialized references, .meta files, line endings) and set up guards for it.
I also use agents outside of Unity, for analytics queries, small web tools and quick prototypes.