Unity Integration
Dynamo Engine pilots your Unity editor from outside it, through the Dynamo Unity Bridge, a package that lives in your project's Packages folder. Unity is the engine Dynamo supports today.
What it can do
- Project awareness — the local context engine indexes your C# types, scenes, prefabs, singletons, and input bindings, so answers come from your project, not a guess.
- Editor control — load and save scenes, query the hierarchy, read prefabs and scriptable objects, run menu items, trigger builds, and read the console straight from chat.
- Live Play Mode — the bridge keeps its connection open in Play Mode, so Dynamo can enter play, inject input, teleport objects, capture and analyze screenshots, snapshot FPS/GC/memory, and assert on live component values.
- Tests & builds — run edit-mode and play-mode tests with structured per-test results; trigger player, Addressables, and AssetBundle builds.
Settings → Plugins shows the bridge and how many tools it has.
Setup
- Open the project in Dynamo — Open a project…, or New project… from the project menu: give it a name and a location, pick a Unity version from the editors you have installed and a template, and Unity makes the project. Dynamo adds its package and opens the project when it's ready.
- Dynamo adds the Unity package (*Adding Dynamo to this Unity project…*). If it asks first, press Install & open; if it couldn't, press Retry.
- Open the project in Unity. If it was already open, it picks the package up without a restart.

Checking the connection
- Settings → Health shows the Unity row (*Connected · N tools* when all is well).
- Settings → Plugins shows the bridge's status (*editor ready*, *editor closed*, *not answering*) and a Reconnect button.
- If you see *Unity isn't responding*, open your project in Unity, then press Reconnect.


Try it
Once connected, just ask:
- "Load the MainMenu scene and tell me what's in the canvas."
- "Enter play mode, press the jump button, and screenshot the result."
- "Run the edit-mode tests and summarize the failures."
- "What writes to the PlayerHealth field?"
Extending the bridge
You can add your own project-specific tools to the bridge without forking it — see the @dynamoengine/unity package documentation for the extension attribute and the runtime-check DSL.
On the command line
If you run Dynamo from the command line instead of the app, start dynamo from your project folder; the bridge registers itself and connects on startup (no dynamo.yaml entry needed). If you open or restart the Editor after Dynamo is already running, use /connect to reconnect, and /mcp to see live server state and tool counts. You can also point Dynamo at your project explicitly:
engines:
unity:
project_path: "./MyUnityProject"