Tools

Brody AI ships 76 tools that the agent calls autonomously. Read-only tools run in parallel; writes stay sequential so the scene stays consistent.

Approval service

Destructive operations (deletes, rewrites, scene mutation) are gated behind explicit approval. Auto-approve mode keeps fully-automated runs moving while destructive tools stay confirmable — and rate limiting only kicks in below a healthy credit balance.

Scene building

create_gameobjectdelete_gameobjectset_transformset_parentadd_componentremove_componentset_component_propertyget_component_propertiesduplicate_gameobjectcreate_prefabinstantiate_prefabcreate_materialassign_materialcreate_lightbake_lightmapssave_scene

Level design & enemy AI

compose_levelbuild_level_layoutdesign_dungeon_layoutplan_enemy_aispawn_game_templatelist_game_presetsbuild_game_autocreate_terrainsculpt_terrain_heightbake_navmesh

Gameplay proof

verify_gameplay_looprun_playmode_testsimulate_inputset_play_modeprofile_play_mode

Orchestration

spawn_subagentsrecord_playbookreplay_playbook

Code & files

read_filewrite_fileedit_filedelete_filecreate_scriptattach_scriptanalyze_csharp_scriptauto_fixget_compile_errorsget_console_logsget_unity_logssearch_fileslist_directory

Package manager

install_packageremove_packagesearch_packages

Content & assets

generate_texturegenerate_audiogenerate_3d_modelsetup_audio_sourcefind_assetsrefresh_assetsget_project_info

Scene snapshots & rollback

capture_scene_snapshotrestore_scene_snapshot

Query & context

get_scene_hierarchyfind_gameobjectsinspect_gameobjectget_component_propertiesget_unity_logsanalyze_screenshotindex_projectmention_resolverisk_score_fileunity_docs_lookup

Memory

memory_syncmemory_query

UI toolkit

create_ui_elementset_rect_transformset_ui_text

Representative tools

build_game_auto

Executes a curated game preset end-to-end — dungeon_crawler, space_shooter, runner, fps_arena, rts_proto — or a genre keyword (platformer, fps, dungeon): spawns the template, builds the level layout, applies enemy AI plans, then runs verify_gameplay_loop as proof. One prompt, playable scene.

verify_gameplay_loop

Enters play mode and verifies the core loop with simulated input, reporting PASS/FAIL with evidence. Combined with auto_fix, this is the verify/fix loop behind every "verified" result.

spawn_subagents

The main agent calls this when a request is complex. It builds a 10-task plan across ten specialized roles — Planner, Coder, SceneBuilder, Verifier, Researcher, PhysicsArchitect, UIArchitect, AudioArchitect, VFXArchitect, NavMeshAIArchitect, and ErrorHandler — and dispatches them. It reports Spawned and dispatched 10 sub-agents. All verified. only when every task passed.

Scene snapshots

capture_scene_snapshot serializes the scene hierarchy and component state in memory; restore_scene_snapshot rolls back to it. Multi-step agent runs use this for clean rollback when a step fails.

Memory

memory_query recalls prior project state before planning;memory_sync persists meaningful changes so future sessions feel continuous. Backed by the memory service APIs — see the memory docs.

Project index & @-mentions

index_project builds a lightweight knowledge index of your C# scripts, prefabs, and scenes; mention_resolve turns @-mentions like @PlayerController into file context the chat can inject — with an @-mention symbol picker and tab-complete suggestions in the input box. risk_score_file scores any file 0–100 for how risky a change would be, and unity_docs_lookup answers Unity Scripting API questions from a local docs cache without hallucinating.

Playbooks

record_playbook starts/stops recording the current sequence of tool executions into Library/BrodyAI/playbooks/;replay_playbook replays a saved playbook step by step in the background, re-running the same tools with the same arguments. Reusable workflows — no re-prompting.

profile_play_mode

Enters play mode, samples native and managed memory every 0.5s, then exits — reporting peak allocated/reserved MB, GC heap, object count, and the top-5 largest memory growth deltas. Catch memory leaks before shipping.