Xorin documentation

Scenes, GameObjects, components, and UI

Xorin can inspect the active scene and perform common scene-editing operations through structured Unity tools.

Scene workflows

Environment presets

Xorin can set up a scene environment with grouped undo using outdoor, indoor, space, underwater, studio, or custom presets. Depending on the preset, the workflow creates ground or room geometry, lighting, and a camera. Supported options include ground or room size, outdoor ground color and camera placement, and additional objects for a custom setup.

GameObjects and hierarchy

Components and properties

Xorin can add or remove components, inspect component properties, set supported serialized values, assign object references, apply materials, and set tags or layers recursively.

Dependency checks prevent some unsafe removals, and contextual warnings can point out incomplete physics, animation, rendering, or script setups after a change.

UI creation

Xorin can create common Unity UI elements such as text, images, and buttons, and can create a Canvas when needed. This is useful for basic menus and HUD scaffolding; complex layout and visual polish still require inspection in Game View.

Spatial and physics tools

Current scope

There is no dedicated structured action for every Inspector field or hierarchy operation, including direct GameObject rename. Spatial checks use Editor-time bounds and physics information; validate important behavior in Play Mode.

Example requests

AgentCreate a ground plane, place three cubes one unit apart on top of it, and add colliders where needed.
AskInspect @selection and explain whether its Rigidbody and Collider setup is appropriate for a 3D moving platform.