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GladeKit sends your Unity project state to the AI so it can work with your scene, scripts, and assets. You control this in two ways: Context Options (what’s included by default and how much) and attaching scripts and assets (adding specific files to a message with @).

Context Options

Open Context Options from the sidebar (the cube/layers icon). These settings control how much Unity context is sent with each request: scene structure, script contents, and size limits. Your Processing Mode (Fast / Extended / Thinking) also applies default limits; the panel shows the current mode and those defaults.
OptionWhat it doesWhen to adjust
Scene Max DepthHow deep the hierarchy is included (1–10 levels, or Unlimited).Lower (1–3) for simple scenes or faster, smaller requests. Higher or Unlimited when the AI needs to see nested objects (e.g. deep UI or complex prefab hierarchies).
Max Script BytesTotal size cap for script content sent (slider + presets: 64KB, 200KB, 512KB).Lower (e.g. 64KB) for quick questions or to reduce tokens. Higher (200KB–512KB) when you need the AI to read many or large scripts (e.g. “refactor all movement scripts”).
Include Scene SummarySends scene name, path, object count, root names.Leave on for most tasks so the AI knows which scene and scale. Turn off only if you want to minimize context and don’t need scene identity.
Include Scene HierarchySends the full GameObject hierarchy (names, paths, parents, components) within the depth limit.On for creating/editing objects, UI, or anything scene-related. Off only for pure script-only questions where hierarchy doesn’t matter.
Include Scripts ContentSends the text of scripts (up to Max Script Bytes).
Benefits of tuning
  • Faster / cheaper: Reduce Scene Max Depth, Max Script Bytes, or turn off Include Scripts Content or Include Scene Hierarchy when the task doesn’t need them.
  • More accurate: Increase depth or script size, or turn on hierarchy/scripts, when the AI needs to see structure and code (e.g. “wire the button to the manager in the scene”).
  • Processing Mode: Fast uses smaller defaults (depth 2, 64KB scripts); Extended and Thinking use larger ones. Use Fast for quick iterations; use Extended or Thinking when you need more context in one go.

Attaching scripts and assets (@)

To give the AI specific scripts or assets for a message (full script content or asset path/type), use @ in the chat input. How to use it
  1. In the message box, type @.
  2. A dropdown appears with:
  • Suggestions: Scripts and assets from your Unity project, filtered by what you type after @ (e.g. @Player). Use ↑/↓ to move, Enter or Tab to select.
  • “Add script…” / “Add asset…”: opens the full script or asset selector (same as the sidebar buttons).
  1. Selected items appear as chips above the input (e.g. @PlayerMovement, @MainMenu). Remove a chip with × if you don’t want it sent.
  2. Send the message as usual. The attached scripts (with content) and assets (path + type) are sent with that message so the AI can reference them directly.
When it helps
  • Scripts: “Change the logic in @PlayerMovement to add double jump” or “Add a method to @GameManager that resets the level.” Attaching the script ensures the AI has that file’s content even if it’s not in the default context.
  • Assets: “Use the @MainMenu prefab for the button” or “Apply @GrassMaterial to the terrain.” The AI gets the exact path and type.
  • Combined: Attach the scripts and assets that matter for the task so the AI doesn’t have to guess or rely only on automatic context.
Other ways to attach
  • Sidebar Add Scripts and Add Assets open the full selectors; chosen items are also attached to the next message and show as chips. The @ dropdown is a shortcut from the composer area without leaving the keyboard.