Atlas

Meet Atlas, your AI assistant for the Opsive ecosystem, with support for Codex and Claude Code. Ask for help in Unity, connect your existing AI assistant through the Atlas plugin, or describe the behavior you want in plain language. Atlas can answer in the Unity editor or write the task, action or ability that implements it: derived from the right base class, wired into the right lifecycle, and built against the API your project actually has.

Included with Behavior Designer Pro, State Designer and the Ultimate Character Controller. Atlas unlocks for the assets you own.

Atlas generating a Behavior Designer Pro task inside Unity

Yours to use, not another subscription

Atlas is here so you get more out of the assets you already own. It was never meant to be another revenue source for us, and what it sends off your machine is kept to the minimum.

Use Codex, Claude Code or your API key

Atlas itself is included with Behavior Designer Pro, State Designer and the Ultimate Character Controller. Use your local Codex or Claude Code installation, or bring an OpenAI or Anthropic API key. Your provider account controls model access, usage limits and billing; neither route requires an Opsive subscription. An Opsive-managed option is coming for those who prefer us to handle model billing.

Your project and your account stay yours

Atlas sends only what it needs to answer the question in front of it: a bounded summary of the API surface involved, plus any files you choose to include. Never your whole project. Local Codex and Claude Code credentials stay on your machine. If you bring an API key, Atlas stores it encrypted on the server.

Product context for better answers

Atlas is grounded in the frameworks it writes for, aware of the project it writes into, and validated before anything reaches you.

Knows the framework

Atlas works from the real API of each asset: the base classes you derive from, the attributes that drive the inspector, and the lifecycle methods that have to be implemented. It also reaches for a built-in task before inventing a new one.

Reads your project

Atlas is handed the relevant slice of your own API surface along with the request, so generated code references your components, your shared variables and the tasks you already wrote, not a placeholder lifted from a tutorial.

Validated, not just generated

Every file is checked against the structure the asset expects before you ever see it, and stays a preview until you apply it. Hand a compile error back and Atlas corrects it.

Atlas explaining the TurnBased state machine attached from the Character1 GameObject

Support, right inside Unity

Ask an Opsive product question without starting a code-generation request. Give Atlas the relevant editor context and continue the conversation in the same docked window.

Ask how something works

Use Atlas for product support as well as authoring. Ask about a feature, an unfamiliar setting or an unexpected result, and get an explanation without asking Atlas to create or change a file.

Attach the relevant editor context

Attach a Unity object or script to the conversation. When you attach a Behavior Designer Pro tree or State Designer state machine, Atlas reads its corresponding authoring-layer graph snapshot, including the topology and serialized node settings.

Show Atlas what you see

Attach or drag a PNG or JPEG into the conversation, or paste a screenshot from the clipboard on Windows or macOS. Atlas can use the image alongside other attached editor context to answer more precisely.

How Atlas can help today

Ask how your current setup works, troubleshoot unexpected behavior, or generate the missing pieces for the Opsive products Atlas supports.

Behavior Designer Pro behavior tree and task editor

Behavior Designer Pro

Understand an existing behavior tree or create what it is missing.

  • Explains attached trees, task settings and runtime behavior
  • Generates Action, Conditional, Decorator and Composite tasks
  • GameObject or ECS, with built-ins preferred before new code
State Designer state machine editor

State Designer

Understand an existing state machine or create the actions and conditions it is missing.

  • Explains attached states, transitions and serialized node settings
  • Generates custom Actions and Conditions
  • GameObject or ECS, wired into the state lifecycle
Ultimate Character Controller character in a Unity scene

Ultimate Character Controller

Ask about your character setup or build abilities that respect it.

  • Explains attached components, settings and ability behavior
  • Generates custom character abilities
  • Uses the correct ability lifecycle and start/stop types

Getting started

From import to your first generated task, without leaving the editor.

Read the quick start

  1. Download and import Atlas

    Atlas ships with the next update to Behavior Designer Pro, State Designer and the Ultimate Character Controller. You can also download it directly from this page and import it into your project.

  2. Open Atlas in Unity

    Go to Tools → Opsive → Atlas and sign in. Atlas opens a one-time link in your browser and checks your account for an Opsive order or linked Unity invoice covering that asset. If there is not one yet, enter the invoice number. There is no token to copy.

  3. Plan, ask or generate

    Describe what you need in plain language. Ask a support question without generating code, plan an approach before you commit to it, or go straight to generating the task, action or ability.

  4. Review, then apply

    Every file is validated against the structure the asset expects before it reaches you, and stays a preview until you apply it. If Unity reports a compile error, send it back and Atlas corrects it.

Atlas docked in Unity while generating a character ability

What you need to run it

Choose local Codex or Claude Code, or bring your own OpenAI or Anthropic API key. Select the provider and model that fit your account and workflow.

Read the provider setup guide

Codex and Claude Code

Use your existing local runtime and account.

Atlas runs Codex or Claude Code locally on Windows and macOS using your own installation and sign-in. Choose the desktop-app runtime or standalone CLI in Atlas Providers, check the runtime and sign-in, then select its model in the chat. Atlas still coordinates requests and validates results; local runtime calls do not consume Atlas model credits.

  • Your provider account controls access, limits and billing
  • Codex or Claude Code: desktop-app runtime or standalone CLI
  • Unity 2022.3 or newer

Bring your own API key

Add your OpenAI or Anthropic API key to use API-backed Codex or Claude models. Your provider bills you for API usage; Atlas adds no charge of its own. API keys work alongside local Codex and Claude Code, so you can choose the model route that fits each request.

  • OpenAI or Anthropic API key
  • Provider-billed API usage, with no Opsive subscription
  • Local Codex and Claude Code remain available

Give your AI assistant Opsive context

Connect a compatible assistant to Atlas and keep working in the tool you already use. The Atlas plugin brings product knowledge, installed API details and a guided change workflow to Behavior Designer Pro, State Designer and Ultimate Character Controller Version 3.

Connect your AI assistant

Work from your installed version

Inspect selected objects and graphs, look up installed product APIs, and search version-matched documentation. Missing or approximate information is identified so your assistant can explain what still needs checking.

Skills for building, diagnosing and reviewing

Three reusable skills guide your assistant through creating Opsive behaviors, investigating unexpected results and reviewing existing code. They help it find built-in functionality and check the correct product lifecycle.

Review changes before they land

Proposed code is validated and staged as a preview. Applying it follows your Atlas access setting, checks for intervening edits and reports Unity compilation results. You still test the gameplay behavior in your project.

Questions

Troubleshooting and common fixes

Can my existing AI assistant use Atlas?

Yes. The Atlas plugin connects a compatible AI assistant to your Unity project. Its skills help the assistant build, diagnose and review Behavior Designer Pro, State Designer and Ultimate Character Controller Version 3 code using installed-version API information. Changes go through validation, a preview, your Atlas access setting and Unity compilation. This requires a matching Atlas package, service and plugin release.

Do I need to know how to code?

Not to use it. You describe the behavior you want in plain language and Atlas produces the task, action or ability that implements it, already derived from the right base class and wired into the right lifecycle. Knowing your way around the Unity editor and the Opsive asset helps, and being able to read C# helps you review what comes back, but you do not have to write it. If you do write code, Atlas is still worth having: it removes the boilerplate and knows the framework details by heart.

Does Atlas cost extra?

No. Atlas is included with Behavior Designer Pro, State Designer and the Ultimate Character Controller. Run Codex or Claude Code using your own local installation and account, or bring an OpenAI or Anthropic API key. Local runtime requests do not consume Atlas model credits; your provider account controls usage, limits and any charges. API usage is billed by your provider. You can switch between the available routes without an Opsive subscription. An Opsive-managed subscription is planned for those who would rather not manage a provider account.

I own one Opsive asset but not the others. What can Atlas do?

Atlas unlocks per product. Owning State Designer lets Atlas generate State Designer actions and conditions; it does not unlock Behavior Designer Pro tasks. When you connect Atlas for an asset, we check your account for an Opsive order or a linked Unity invoice covering that specific asset, and ask for the invoice number if we do not find one.

How is this different from a general coding assistant?

A general assistant knows C# and Unity. Atlas is built around the Opsive frameworks specifically: it knows the base classes, attributes and lifecycle methods for each asset, so it produces code that hooks into your project rather than a detached script you then have to adapt.

What does Atlas see from my project?

A bounded summary of the public API surface it needs, including the types and members relevant to your request, plus any task files you choose to include. Your local Codex and Claude Code credentials stay on your machine. A connected external assistant can also receive selected-project snapshots and source previews through the Atlas plugin, under that assistant's own data settings. If you bring an API key, it is sent to Atlas over HTTPS and stored encrypted on the server.

Can I use it on more than one machine?

Yes. Connect each Unity editor once. Connected devices are listed in your Opsive account, and you can disconnect any of them at any time.

Put Atlas to work

Import Atlas into your project, then open Tools → Opsive → Atlas in Behavior Designer Pro, State Designer or the Ultimate Character Controller and ask a question or describe the first task you have been putting off.