Providing Context
Give Atlas the part of the project that explains your request: the affected object, relevant script, graph, screenshot, or supported file. Focused context makes an answer easier to check.

Attach Unity objects and scripts
Drag an object from the Hierarchy or an asset from the Project window into the composer. Confirm its chip appears before sending. Atlas supports up to five context attachments per chat, including files and images.
| Attachment | What it contributes |
|---|---|
| GameObject or component | A bounded snapshot of hierarchy, components, serialized values, and relevant references |
| User-authored script | Source context for the question or change |
| Behavior Designer Pro tree | The corresponding authoring-layer graph, connections, and serialized task settings |
| State Designer state machine | The corresponding authoring-layer graph, states, transitions, and serialized node settings |
| PNG or JPEG | Screenshot pixels alongside the text and object context |
Large attachments are bounded. An attachment is not a guarantee that every descendant, field, or graph node fits in the request. If a detail is missing, attach a smaller subject and name the relevant type or setting.
Add a screenshot
Use the paperclip button, drag a PNG/JPEG into the composer, or paste a screenshot with Ctrl+V on Windows or Cmd+V on macOS. Crop large images to the relevant inspector, graph, or error before attaching them. Atlas may resize large images; readable text matters more than including the entire desktop.
Describe what the image should demonstrate. For example: “The transition is selected; the condition is true, but the active state never changes.” Remove account information or unrelated private material from the screenshot before sending it.
Attach a file
Choose the provider and model in the chat dropdown first, then use the paperclip button to open Attach file. The picker filters extensions for that route. You can also drag supported files into the composer. Confirm each attachment chip before sending.
| File type | Supported route |
|---|---|
| UTF-8 text, including source, Markdown, JSON, CSV, YAML, and logs | All routes |
| PNG/JPEG screenshots | API routes and local Codex models that accept images |
| WebP images and PDF documents | Codex API, Claude API, and Gemini when offered by the service |
| Word, PowerPoint, Excel, RTF, and ODT documents | Codex API |
| Supported audio and video files | Gemini when offered by the service |
Gemini availability depends on the service’s model catalog; the key settings currently offer OpenAI and Claude. A supported extension is not a guarantee that every model can interpret all content in that format. For a spreadsheet calculation or complex document layout, explain which content matters and check the result.
Nonempty text files must be valid UTF-8, contain no null characters, and be no larger than 128 KB. Documents and other binary files have a 6 MB per-file limit. Encoded media across the request must fit within 8 MB, so several individually valid files may exceed the combined limit. Text and object context is also bounded and may be truncated.
If you change the model after attaching files, Atlas checks compatibility again before sending. Remove an incompatible chip or choose a compatible model. If a cached file is missing, attach the original again.
Context follows the chat
Attachment chips remain attached for subsequent requests in that chat. Use × to remove one. Atlas rebuilds Unity object snapshots immediately before sending, so changing a serialized value can affect the next request without reattaching the object. Files chosen with the paperclip are cached snapshots: remove and reattach a file to include later edits to the original.
Select scripts in the Project window when using /modify, /review, or /tests. A selected edit target and a context attachment serve different purposes: the target determines which source is being changed; attachments provide supporting information.
Automatic project context
Atlas also collects project API information, selected examples, installed-product metadata, and applicable project instructions. Context is not restricted to the files you attach manually. Read Privacy and project data before using Atlas with confidential project material.
Optional live Unity inspection
On Unity 6 or newer, open Settings > AI providers and API keys…, choose Codex, and use Use Unity project tools when available (Unity 6+). Install Unity CLI and Unity Pipeline in the target project first. Inspection is on by default when the dependencies are available; ordinary prompts still work without them.
Atlas exposes a limited set of live inspection tools for hierarchy, selection, assets, serialized values, settings, and performance information. The integration is pinned to the current Unity project. Turn the setting off to stop using live tools. An explicit attempt to enable it reports a missing Unity version, CLI, or Pipeline dependency.
Optional scene editing
Scene editing is off by default and is separate from inspection. With project tools enabled, select Allow Unity scene edits on explicit requests in the same settings window. This preference is saved per project. Then state the change directly, for example: “Create an empty GameObject named PatrolPoints at the origin in this scene.”
The permitted scene operations are creating, renaming, deleting, and transforming GameObjects, adding components, and saving the scene. Atlas is instructed to check Editor status, avoid editing in Play Mode, and delete objects only when you explicitly request removal. Requested edits may be made and saved without another confirmation, so inspect the resulting hierarchy, components, and saved scene.
Turn off the scene-editing option to return to inspection only. Turning off project tools also turns off the editing opt-in. Access and /access control generated-file confirmations; they do not enable or disable this separate scene-editing setting.
Project tools do not provide arbitrary code evaluation, general-purpose file access, test runs, builds, or Play Mode control. Script changes still use Atlas’s validated generation and application workflow. These bounded tools do not automatically author an entire product graph.