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agents panel.console Working with AI agents tools 3

Working with AI agents

aego mcp serves a project to an AI agent over the Model Context Protocol. The agent edits scenes, prefabs and data assets through the same operations the editor uses, reads the documentation and the type schema, and runs scenes headless to check its work. Every tool is also a command of aego, so anything an agent does can be repeated by hand or in CI.

Connecting

Claude Code, from the project directory:

claude mcp add aego -- aego mcp --project . --watch

or a .mcp.json next to project.aego:

{"mcpServers": {"aego": {"command": "aego", "args": ["mcp", "--watch"]}}}

Other clients take the same command. The server speaks MCP over stdio; logs go to stderr. A project with native code is served by its own binary, so its components are known.

Tools

Each tool has the name of its command with underscores (scene set is scene_set) and the same arguments; aego scene help lists them, and the CLI reference has the full table. docs_search and docs_read read the documentation. Write tools take dry-run, which reports the changes and writes nothing.

Resources

URI Content
aego://project/manifest project.aego
aego://project/problems what project_validate reports
aego://docs/index, aego://docs/<id> documentation
aego://schema/index, aego://schema/<type> types and their fields
aego://file/<path> a scene, prefab, data asset or table as text

With --watch the server polls the project and sends resources/updated for subscribed resources when files change, including changes made in the editor.

A typical session

  1. scene_tree and schema_show to see what is there and what a component takes.
  2. Changes with scene_set, scene_add_node, scene_add_comp, prefab_instantiate, or several at once with scene_apply; dry-run first when unsure.
  3. scene_validate, then scene_run with a number of frames: the log has the warnings and errors, and the state hash shows whether two runs behave the same.

With the editor open

The editor and the agent can work on the same project. A scene, prefab or data asset changed on disk reloads in the editor when it has no unsaved changes; with unsaved changes the editor asks whether to reload or keep its version, and data assets warn and keep yours until you save or revert. Prefab instances in open scenes follow a changed prefab file. While the editor is open, tools that create assets refuse: create them in the editor, or close it.