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GladeKit sends your 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 project 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. 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 or Godot 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 tags above the input (e.g. @PlayerMovement, @MainMenu). Remove a tag if you don’t want it attached.
  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 tags. The @ dropdown is a shortcut from the composer area without leaving the keyboard.