Unity AI in Unity 6.2 dramatically reduces prototyping time by automating code, asset generation, and repetitive editor tasks. The fastest wins come from using Assistant’s /run for scene setup, /code for scripts, and Generators for placeholder assets, all directly inside the Editor.
Unity AI Assistant workflow automation interface
What Is Unity AI?
Unity AI is a suite of in-editor tools integrated in Unity 6.2 that replaces and unifies Muse and Sentis under three pillars :
- Assistant: A context-aware AI that answers questions, generates C# code, and automates in-Editor actions (rename, place, modify, organize, fix errors).
- Generators: Create sprites, textures, materials, animations, and sounds directly in the Editor with proper formatting and usage metadata for later replacement.
- Inference Engine: Run ML models in-Editor or at runtime (successor to Sentis) for gameplay AI/NPC logic and on-device inference.
Unity confirms deeper Editor integration, curated model choices, and project-level data controls in 6.2, with no default model training on your data unless you opt in via Dashboard settings.
Prerequisites
- Unity 6.2 installed and project linked to Unity Cloud.
- AI packages enabled in-Editor via AI menu (Windows: Edit > Preferences > General > Disable “Hide AI Menu”; macOS: Unity > Settings > General > Disable “Hide AI Menu”).
- Accept AI terms and open the Assistant window, then dock it near Inspector for constant access.
Getting Started: First 10 Minutes
- Install and open Assistant
- Click AI in the top toolbar > Agree and Install > Open Assistant > Dock it.
- Modes: /ask (explain or guide), /run (perform Editor actions), /code (generate scripts).
- Create a prototype scene with /run
- Use a precise prompt to block out a stage:
/run create a new ‘Ground’ and ‘Background’ GameObject, under a new parent ‘Stage’ GameObject. The Ground should be square, 50m wide and centered at 0,0,0. The background should be at the positive z end of the ground and should be 50m wide with a 16:9 ratio. - Review the preview plan, then Run. Undo and iterate if needed.
- Generate a rotation script with /code
- Prompt:
/code write a script using the new input system that slowly rotates a GameObject about the y axis based on left and right arrow keys using the simple ‘if (Keyboard.current.leftArrowKey.isPressed)’ code. - Save, attach to the character, and Play.
Workflow Automations That Save Hours
- Batch organize assets and scenes: drag objects into Assistant, then run commands to rename, reparent, add components, or fix missing references.
- Locate and fix issues in bulk: “find all lights over intensity X and clamp,” “select objects missing Rigidbodies,” “remove empty GameObjects,” “apply a tag/layer to selected prefabs”.
- Console error explain-and-fix: paste an error into Assistant to get cause and patch suggestions in context.
- One-prompt scene setup: create cameras, lights, post-processing volumes, and sample gameplay objects with hierarchical organization via /run.
Generating Assets Directly in the Editor
Unity Generators create placeholder assets that unblock prototyping, all tagged with UnityAI metadata for easy replacement before launch.
Common uses:
- Sprite Generator: UI icons, 2D character markers
- Texture/Material Generators: tileable ground/props materials
- Animation Generator: idle/walk cycles for humanoids, quick previews
- Sound Generator: ambient loops, UI click sounds
Tip: Use references (pattern, style) and iterate on prompts. Unity 6.2 offers third-party LoRAs from Scenario and Layer alongside Unity models for specific generators.
Unity AI asset generation tools and features
Code Generation Best Practices
- Keep prompts precise, add context: “URP project, using Input System, ScriptableObjects for config.”
- Attach relevant assets/scripts to Assistant (drag-and-drop) for better code alignment.
- Ask for unit-testable methods and summarize responsibilities for maintainability.
- Request Editor tooling: custom inspectors, menu items, or scene validation scripts to reduce manual steps.
Unity AI code generation examples and automation
Hands-On Tutorial: Build a Prototype Faster
Step 1: Scene blocking with /run
- Create Stage / Ground / Background as above.
- Add a Player root with Character child, and a MainCamera with Cinemachine:
/run create an empty ‘Player’ at 0,0,0 with a child ‘Character’ that has a Capsule and a CharacterController. Also add ‘MainCamera’ and set up Cinemachine FreeLook following Character. - Validate hierarchy, then reorganize:
/run group all scene props under ‘Environment’ and all light objects under ‘Lighting’.
Step 2: Input and movement with /code
- Generate a simple movement script using the new Input System:
/code write a CharacterController movement script using InputSystem with WASD move, Space jump, gravity, and clamp speed to 6 m/s.
Step 3: Placeholder art and audio
- Generate textures/materials:
- “Generate a slightly rough sci-fi floor material, metallic 0.6, roughness 0.5.”
- Apply to Ground, then request normal map detail.
- Generate ambient loop:
- “Ambient sci-fi hum, 60 seconds, seamless loop, subtle.”
Step 4: UI auto-creation
- /run create a Canvas (Screen Space – Overlay) with a top-left FPS counter, and bottom-center ‘Press E to Interact’ prompt, using TextMeshPro and a UI Panel background.
Step 5: Batch project hygiene
- “Rename all selected assets with prefix ENV_ and convert spaces to underscores”.
- “Find and disable shadows on all lights in the ‘Prototype’ scene”.
- “Create a Profile for URP with post processing enabled; add Bloom and Vignette at low intensity.”
Advanced Automations for Teams
- Scene validation scripts via /code: check missing colliders, incorrect layers, or non-readable textures on mobile builds, then auto-fix on click.
- Content pipeline tooling: generate import rules for textures/models/audio by folder, enforce naming conventions, auto-assign compression on import.
- Procedural design helpers: /run place N random props from folder into area bounds with seed parameter for reproducibility.
- Migration helpers: URP/BIRP conversions, shader swizzles, renderer feature setup, and post FX baselines via prompts.
Productivity Tips That Compound Over a Project
- Treat Assistant as a “Unity-native ops layer”: centralize routine changes through /run rather than manual clicks.
- Write prompts once, reuse often: keep a “prompt snippets” asset to standardize scene setups, lighting rigs, UI shells.
- Use metadata to swap AI-generated placeholders before content lock—it’s why generations are traceable.
- Combine with Editor best practices: Enter Play Mode settings, assembly definitions, device simulator, prefab workflows, and render pipeline converters to speed iteration.
Data, Governance, and Cost Controls
- Data handling: Unity AI does not train on your data by default; opt-in controls and organization-level point tracking are available in Unity Dashboard.
- Curated models: Assistant uses GPT and Llama variants; Generators use Unity and third-party models; choose based on quality and cost.
- Points model: AI usage is metered; plans integrate with Unity subscriptions and can be monitored centrally.
Real-World Use Cases
- Indie teams: prototype vertical slices in days using AI-generated UI, placeholder art, and boilerplate code—focus human effort on core gameplay.
- Mid-size studios: automate scene grooming, compliance checks, and build pipeline scripting to cut QA and iteration cycles.
- Technical artists: generate starter materials/animations, then hand-tune in Shader Graph, Timeline, or DCC tools.
SEO-Friendly FAQ
- Is Unity AI free? Unity AI features are available in Unity 6.2; access and usage operate under a points model with plan integrations and Dashboard tracking.
- How is this different from Muse? Unity AI replaces Muse and Sentis with a unified experience: Assistant, Generators, and Inference Engine, with deeper Editor integration and more model choices.
- Does Unity AI read my whole project? Assistant is context-aware and supports drag-and-drop context without indexing your project in the cloud by default; future opt-in indexing is under consideration.
- Can Unity AI generate production assets? Use AI assets as placeholders early. Metadata lets you locate and replace them before shipping; adhere to rights management guidance.