Teach the agent new areas.
An extension is a separate package that teaches the agent a whole new area of your engine — without forking the base plugin. Install one and the agent can use it right away. Today there are 26 published extensions across Unity, Unreal Engine, and Godot.
What is an extension?
[AiTool]s when the package is installed. In Unity, extensions add no MCP tools: each one contributes an RQL module (sources, functions and type adapters), so the agent reaches the new area through rql-query / rql-mutate. Either way the new abilities only exist while the package is present — ask the agent what it can do (in Unity: run rql-schema) to check what's installed.Create, inspect, and modify AnimationClips and AnimatorControllers — curves, events, states, and transitions.
Inspect and modify any of the 24 ParticleSystem modules — emission, shape, velocity, color-over-life, and more.
Procedural mesh modeling — create shapes, extrude / bevel / bridge faces, set face materials, and merge meshes.
Virtual cameras — create CinemachineCameras, set Follow / LookAt targets, lens, body/aim, noise (shake), priority, and blends.
Author splines — SplineContainers, knots, tangents and tangent-modes, closed loops, and evaluate points along a curve.
Terrain authoring — create terrains, sculpt and sample heights, manage layers, paint textures, scatter trees/details, and stitch neighbours.
Input authoring — InputActionAssets, action maps, actions, bindings (incl. composites like WASD), and control schemes.
2D tilemaps — create grid + tilemap, paint / box-fill / clear tiles, tile and rule-tile assets, collider and orientation.
NavMesh — add and bake NavMeshSurface, bake settings, modifiers/volumes, links, and agents + destinations.
Cutscene authoring — TimelineAssets, tracks (animation / audio / signal / …), clips, markers, and PlayableDirector binding.
Read-only Control Rig inspection — list rig blueprints, inspect the element hierarchy, list controls and bones, and read an actor’s bound Control Rig component.
Author Enhanced Input assets — create Input Actions and Mapping Contexts, add key→action mappings, and list/inspect the existing input assets.
Gameplay Ability System tooling — list abilities, effects, and attribute sets; inspect an ability’s tags, cost, cooldown, and instancing; grant an ability to an actor in the editor world.
Read-only terrain inspection — list Landscape actors and inspect section layout / paint layers, plus list and inspect Water bodies and Water zones.
Niagara VFX tooling — list Niagara system assets, inspect a system’s emitters, and spawn a Niagara component into the editor world.
Procedural Content Generation tooling — list and inspect PCG graphs, add a PCG component to an actor, inspect it, and trigger generation.
Author animation — create AnimationPlayers and libraries, create animations, add value / transform tracks, insert keyframes, and read an animation’s config.
Behaviour-tree scaffolding for the Beehave addon — create a BeehaveTree on an actor, add selector/sequence composites and action/condition leaves, and dump a tree’s structure.
Constructive solid geometry — create CSG box / sphere / cylinder / combiner nodes, set boolean operations (union / intersection / subtraction), and read a CSG node’s config.
Dialogue authoring for the Dialogic addon — create character (.dch) and timeline (.dtl) resources, append text/character/choice events, and read a timeline back.
3D tile grids — create a GridMap, assign a MeshLibrary, set and clear individual cells (with orientation), clear the whole map, and read its config.
2D/3D navigation — create navigation regions and assign nav meshes, create and configure agents, add navigation links, and read a navigation node’s config.
GPU particle emitters — create 2D/3D GpuParticles nodes, configure amount / lifetime / explosiveness, start/stop emission, and read an emitter’s config.
Virtual cameras for the Phantom Camera addon — ensure a PhantomCameraHost on a Camera3D, create PhantomCameras, set follow / look-at targets and priority, and read config.
Large-terrain authoring for the Terrain3D addon — create a Terrain3D node with a data directory, sculpt height at a world position, and read region info.
2D tilemaps — create a TileMapLayer, assign a TileSet, set and erase cells from a tileset source + atlas coords, list used cells, and clear the layer.
Brutal — coming soon. No extensions yet.