Everyday Unity: post #2603 — TG.ME

Everyday UnityA while ago I shared my Unity agent team repo here, and I've been using it in my daily work ever since. Last weekend I added two new agents focused purely on performance: a Unity Performance Reviewer and a Unity Profiler Analyst. And already yesterday, I…
A follow-up on my Unity agent team repo. In the comments on the last post Artem asked about the custom MCP tools the tester agent uses.

Here is the implementation from my prototype, sitting on top of the Coplay Unity MCP: custom actions to interact with the game, screenshots and scene hierarchy queries, so the agent can actually verify its own "manual" tests. Nothing fancy, but it closes the loop end-to-end. Feel free to adjust it for your own game logic.

Fair warning: this drains tokens fast. Automated tests are of course way faster and cheaper to run, and if you can cover a case with a unit or integration test you probably should. The difference with this setup is that the agent plays your actual game against "manual" test cases, not a test harness with mocks and stubs. And on my prototype I saw real results: the agent walked through real gameplay logic, caught actual issues, and reported back in plain English. Not a replacement for the automated suite, more of an extra pass on top. Your mileage may vary.

https://gist.github.com/AlexMerzlikin/a810877fb26c2325536213295ddb84c3

What is your setup for letting an agent verify its own changes in a running Unity build?

#ai #agent #unity #mcp
Gist
Sample of MCP custom tool that lets an LLM control gameplay
Sample of MCP custom tool that lets an LLM control gameplay - GamePlayTool.cs
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April 24, 2026 1K 6