Atlas is the Opsive assistant for asking State Designer questions, planning a node, and generating validated GameObject or ECS Actions and Conditions inside Unity. Generated files remain previews until you explicitly apply them.

Install and connect Atlas

Atlas requires State Designer 1.3.0 or newer.

  1. Confirm the installed State Designer version is 1.3.0 or newer.
  2. Download Atlas from the Atlas page and import it into the State Designer project. Atlas is not available from the Opsive Downloads page.
  3. Install the Codex desktop app or standalone Codex CLI on Windows or macOS and sign in with the subscription Atlas should use.
  4. Open Tools > Opsive > State Designer > Atlas. State Designer can also open Atlas as a docked panel.
  5. Select Sign in. Atlas opens a one-time browser page and checks the Opsive account for State Designer. Enter the Unity invoice only when the account has not already linked that purchase.
  6. Return to Unity and confirm State Designer is the active Opsive asset.

No Atlas token or Codex credential is copied into Unity. Codex authentication remains on the local machine.

Atlas presents validated State Designer files and their apply controls after completing a request.

Choose how Atlas should help

  • Ask explains State Designer behavior or recommends an existing Action or Condition without creating a file.
  • Plan produces a reviewable implementation plan before code generation.
  • Generate creates GameObject or ECS Actions and Conditions that use the State Designer lifecycle.
  • Modify changes a user-authored State object that you explicitly select.
  • Correct uses real compiler diagnostics to repair and revalidate an earlier result.
  • A complete saved plan can become a dependency-ordered, multi-file package. Incomplete batches remain previews until the full result is ready.

Atlas checks the installed API and existing built-in node catalog before inventing a new type. Prefer the built-in node when it already provides the complete behavior.

Generate a first Action or Condition

  1. Commit or back up the project and open a small State Machine used only for the test.
  2. Ask for one visible responsibility, such as: Generate a GameObject Condition that is true when a Shared Transform is within a configurable distance.
  3. Review whether the result should be an Action or Condition, GameObject or ECS, and whether its fields belong in Shared Variables.
  4. Inspect the summary and full source. Use Apply, Save as…, Copy, or Discard deliberately.
  5. Let Unity compile. Return the exact diagnostic through Correct when compilation fails.
  6. Add the node to a test State or transition and verify entry, update/evaluation, exit, re-entry, and disabled-owner behavior.

For a multi-file result, inspect each file and destination before Apply all. Atlas preserves the planned folder structure and rolls back a failed batch write.

Understand the visible controls

  • Active Opsive asset selects State Designer when multiple supported Opsive products are installed.
  • Model and Effort show only provider choices returned for the current connection.
  • New chat, tabs, and All chats keep unrelated implementations separate.
  • Show work expands progress detail; it does not apply code.
  • Apply, Save as…, Copy, and Discard control each generated file.
  • Helpful, Not helpful, Retry request, and Resume package build report quality or recover an interrupted request.

Verbose Diagnostics is available only in development builds compiled with ATLAS_DEVELOPMENT, at Tools > Opsive > Atlas > Verbose Diagnostics. It is not a control in the normal release.

Project context sent with a request

Atlas automatically selects up to five supported user-authored scripts from Assets, ranked by prompt relevance and modification time, and includes up to 8,000 characters from each. It also collects project instructions and includes any explicit attachments or selected target code used by the request. Explicitly attaching a file is therefore not the only way project content enters a request.

The reflected API summary covers exported types in assemblies that Atlas does not skip, including public members and serialized private fields. This collection is not filtered to types mentioned in the prompt. The Atlas page describes the provider and privacy boundary.

Verify the generated node

  1. Confirm the class derives from the intended GameObject or ECS Action/Condition base.
  2. Add it through the State Palette and inspect every exposed field.
  3. Run the State Machine and confirm the active State, transition result, and visible gameplay result agree.
  4. Exit and re-enter the State to check cleanup and initialization.
  5. Test the false/failure path, disabled owner, scene reload, and target build where relevant.
  6. Commit the reviewed source as ordinary project code.

Troubleshooting

Symptom Check Fix
State Designer is unavailable in the asset selector. Confirm State Designer and its Action/Condition base types compiled. Resolve the first Console error, then reopen Atlas.
The one-time page cannot verify ownership. Check the Opsive account and linked Unity invoice for State Designer. Use the owning account or enter the matching invoice on the connection page.
Atlas cannot start the local provider. Check that Codex is installed and signed in locally. Complete Codex sign-in, then retry from Unity.
The generated node exists but is absent from the State Palette. Check compilation, namespace, abstract status, and the selected GameObject/ECS unit option. Resolve compilation and search in the matching unit type.
A Condition has side effects or an Action owns a durable decision. Check whether the requested responsibility uses the correct node kind. Keep Conditions observational and move work into the State’s Actions.
Re-entering a State preserves stale data. Check generated initialization and cleanup lifecycle methods. Send the reproducible behavior back for correction or update the reviewed source before use.