Add new tool families to the agent.
An extension is a separate package that adds a whole family of AI Tools to a base engine plugin — without forking it. Install an extension and its tools appear in the agent's tool list automatically. Today Unity ships 26 extensions; the catalog scales to per-engine extensions as they ship.
What is an extension?
[AiTool]s when the extension package is installed — so installing an extension makes its whole tool family available to the AI agent. Because the tools only exist when the package is present, you can simply ask the agent "do you have Cinemachine / Terrain / Timeline tools available?" to check what's installed. If not, install the package and reopen the editor — the family appears.Create, inspect, and modify AnimationClips and AnimatorControllers — curves, events, states, and transitions.
Inspect and modify any of the 24 ParticleSystem modules — emission, shape, velocity, color-over-life, and more.
Procedural mesh modeling — create shapes, extrude / bevel / bridge faces, set face materials, and merge meshes.
Virtual cameras — create CinemachineCameras, set Follow / LookAt targets, lens, body/aim, noise (shake), priority, and blends.
Author splines — SplineContainers, knots, tangents and tangent-modes, closed loops, and evaluate points along a curve.
Terrain authoring — create terrains, sculpt and sample heights, manage layers, paint textures, scatter trees/details, and stitch neighbours.
Input authoring — InputActionAssets, action maps, actions, bindings (incl. composites like WASD), and control schemes.
2D tilemaps — create grid + tilemap, paint / box-fill / clear tiles, tile and rule-tile assets, collider and orientation.
NavMesh — add and bake NavMeshSurface, bake settings, modifiers/volumes, links, and agents + destinations.
Cutscene authoring — TimelineAssets, tracks (animation / audio / signal / …), clips, markers, and PlayableDirector binding.
Read-only Control Rig inspection — list rig blueprints, inspect the element hierarchy, list controls and bones, and read an actor’s bound Control Rig component.
Author Enhanced Input assets — create Input Actions and Mapping Contexts, add key→action mappings, and list/inspect the existing input assets.
Gameplay Ability System tooling — list abilities, effects, and attribute sets; inspect an ability’s tags, cost, cooldown, and instancing; grant an ability to an actor in the editor world.
Read-only terrain inspection — list Landscape actors and inspect section layout / paint layers, plus list and inspect Water bodies and Water zones.
Niagara VFX tooling — list Niagara system assets, inspect a system’s emitters, and spawn a Niagara component into the editor world.
Procedural Content Generation tooling — list and inspect PCG graphs, add a PCG component to an actor, inspect it, and trigger generation.
Author animation — create AnimationPlayers and libraries, create animations, add value / transform tracks, insert keyframes, and read an animation’s config.
Behaviour-tree scaffolding for the Beehave addon — create a BeehaveTree on an actor, add selector/sequence composites and action/condition leaves, and dump a tree’s structure.
Constructive solid geometry — create CSG box / sphere / cylinder / combiner nodes, set boolean operations (union / intersection / subtraction), and read a CSG node’s config.
Dialogue authoring for the Dialogic addon — create character (.dch) and timeline (.dtl) resources, append text/character/choice events, and read a timeline back.
3D tile grids — create a GridMap, assign a MeshLibrary, set and clear individual cells (with orientation), clear the whole map, and read its config.
2D/3D navigation — create navigation regions and assign nav meshes, create and configure agents, add navigation links, and read a navigation node’s config.
GPU particle emitters — create 2D/3D GpuParticles nodes, configure amount / lifetime / explosiveness, start/stop emission, and read an emitter’s config.
Virtual cameras for the Phantom Camera addon — ensure a PhantomCameraHost on a Camera3D, create PhantomCameras, set follow / look-at targets and priority, and read config.
Large-terrain authoring for the Terrain3D addon — create a Terrain3D node with a data directory, sculpt height at a world position, and read region info.
2D tilemaps — create a TileMapLayer, assign a TileSet, set and erase cells from a tileset source + atlas coords, list used cells, and clear the layer.