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OVERVIEW SWARM AUTOMATION ENGINE PLATFORM PRICING DOCS
GAME-ENGINE BRIDGE  [ FIG.05 / ENGINE ]

Agents inside
your engine.

The bridge drives live Unity and Unreal editors: agents query the open scene, generate UI that matches your style, and stage changes you can apply or roll back — the same review-gate discipline as code.

UNITY · LIVE EDITOR UNREAL · LIVE EDITOR
BRIDGE // UNITY EDITOR · LIVE
> scene query MainMenu.unity
[SCENE] 34 objects · 6 canvases · 2 cameras
> ui generate "settings panel, match menu style"
[GEN] SettingsPanel.prefab · 12 elements
[BIND] sliders → AudioMixer · toggles → SaveState
> apply --preview
[DIFF] 3 scene changes staged
Apply Rollback

Query. Generate.
Apply or roll back.

No headless exports, no asset round-trips — the bridge talks to the editor you already have open. Every change is staged as a diff first, so the editor state is never silently mutated.

  • Scene query — objects, hierarchies, bindings
  • UI generation styled from your existing prefabs
  • Staged apply / rollback — never a silent edit
  • Runs from a swarm seat like any other agent
01 / QUERY

The scene is context

Agents read the live hierarchy — objects, components, bindings — instead of guessing from source files. What they propose fits what's actually on screen.

02 / GENERATE

In your style

Generated UI inherits from your existing prefabs and materials — fonts, spacing, nine-slices — so a new panel looks like your game, not a template.

03 / GATE

Diff before damage

Changes stage as a preview diff. Apply promotes them into the scene; rollback restores the exact prior state. Same gate discipline as the code side.

Point it at your editor.

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