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OVERVIEW SWARM AUTOMATION ENGINE PLATFORM PRICING DOCS
GAME-ENGINE BRIDGE  [ FIG.05 / ENGINE ]

Agents inside
your engine.

Orcyx connects to the Unity and Unreal editors you already have open. Agents can look at your scene, build UI that matches your style, and stage changes you can apply or roll back, with the same review step as code.

UNITY · LIVE EDITOR UNREAL · LIVE EDITOR
BRIDGE // UNITY EDITOR · LIVE
> scene query MainMenu.unity
[SCENE] 34 objects · 6 canvases · 2 cameras
> ui generate "settings panel, match menu style"
[GEN] SettingsPanel.prefab · 12 elements
[BIND] sliders → AudioMixer · toggles → SaveState
> apply --preview
[DIFF] 3 scene changes staged
Apply Rollback

Query. Generate.
Apply or roll back.

No headless exports, no asset round-trips - the bridge talks to the editor you already have open. Every change is staged as a diff first, so the editor state is never silently mutated.

  • →Scene query - objects, hierarchies, bindings
  • →UI generation styled from your existing prefabs
  • →Staged apply / rollback - never a silent edit
  • →Runs from a swarm seat like any other agent
01 / QUERY

The scene is context

Agents read the live hierarchy - objects, components, bindings - instead of guessing from source files. What they propose fits what's actually on screen.

02 / GENERATE

In your style

Generated UI inherits from your existing prefabs and materials - fonts, spacing, nine-slices - so a new panel looks like your game, not a template.

03 / GATE

Diff before damage

Changes stage as a preview diff. Apply promotes them into the scene; rollback restores the exact prior state. Same gate discipline as the code side.

Point it at your editor.

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