SCENE AUTHORING

SCRIPTS & PREFABS

Brody AI does not just write raw text files: it understands Unity’s GameObject hierarchy, SerializedProperty bindings, and Prefab lifecycle. You can ask Brody to create a script, attach it to a GameObject in your scene, and export it as a reusable Prefab asset.

Component Attachment & Property Binding

When Brody adds a component to a GameObject, it uses Unity’s Undo system (Undo.AddComponent<T>). It can also configure serialized fields immediately:

// Example: In-prompt instruction
"Create an EnemyHealth script with maxHealth = 100, attach it to @SelectedGameObject, and hook up the death particle prefab."

Brody verifies the serialized property names against the generated C# class AST before writing values, preventing missing reference warnings in the Inspector.

Prefab Authoring & Nested Prefabs

Brody can turn configured GameObjects into clean Prefabs in your Assets folder using PrefabUtility.SaveAsPrefabAsset(). It supports:

  • Automatic folder creation (e.g. Assets/Prefabs/Enemies/)
  • Prefab Variants with property overrides
  • Connecting nested prefab references with correct asset GUIDs