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When Agent Mode’s Actions is enabled, Bezi can automatically create, update, and organize scenes, game objects, prefabs, and assets on your behalf in the Unity editor.
Not all Unity editor actions are supported yet. Bezi supports a growing subset of Unity editor actions and we intentionally limit destructive actions.

Which Actions are available today?

  • Create game objects
  • Update game objects
  • Delete game objects
  • Reparent game objects
  • Print game objects
  • Print game objects by path
  • Print scene hierarchy
  • Create scenes
  • Create primitives
  • Create tags
  • Create or update assets
  • Create prefabs
  • Create prefabs from assets
  • Instantiate prefabs
  • Create or update materials
  • Create or update ScriptableObjects
  • Update asset importers
  • Print assets
  • Add or update components
  • Remove components
  • Set RectTransform layout

How Actions works

When you prompt Bezi with Agent Mode toggled on, the Agent may choose one or more in-editor actions to accomplish your request.
  • The Agent decides which actions to use based on your intent
  • Multiple actions can be chained together to complete complex tasks
  • Actions only apply to the currently open Unity project and its assets
For more control on which Actions Bezi takes, explicitly state the name of the action(s) you want used in the prompt.

How to preview, save / undo or revert changes

See the Agent Mode docs for complete details on the states that changes exist in and how to manage each one.

Agent Mode states and management

How to turn off Actions for your Bezi instance

Actions is a beta feature and can be disabled if you prefer to use Agent Mode without it.
  1. Open App Settings
  2. Find the Beta Features section
  3. Toggle In-editor actions off
When Actions are disabled, Bezi Agent Mode will continue to reason, explain, and generate or modify scripts in Bezi. But it will not do anything described on this docs page.

Prompt examples

  1. Prototype faster without manual editor setup
    • Prompt Example: “Create a prefab for the player, and attach the necessary physics components and scripts.
    • Prompt Example: “Create a new ScriptableObject for weapon stats and link it to this prefab.
  2. Apply consistent changes across many objects
    • Prompt Example: “Add a CapsuleCollider to all enemies in the current scene.”
  3. Iterate on an existing project without context switching
    • Prompt Example: “Whitebox the UI slider for the health tracker, and update the HealthManager to use it.
  4. Execute repetitive or mechanical editor work instantly
    • Prompt Example: “Update the Menu UI so achievements stack vertically.
    • Prompt Example: “Set up Hinge Joints and colliders for all doors tagged ‘Openable’.
Natural language works great but, if you want deterministic behavior, be explicit:
  • Use Actions to create a prefab from @[game object name].”