Open Source · MIT · Pro on Patreon only

AI guesses at Unity.
Hera sees for itself.

LLMs remember last year's Unity.
You pay that gap in tokens, every time.
Hera stands in that gap — touching this Unity, right now.

Hera
// Verify the type AI guessed — directly in Unity (Pro)
hera-agent-pro describe_type UnityEditor.EditorApplication

// Catch syntax before run — cut one retry (Pro)
hera-agent-pro exec --check "return Camera.main.name;"

// Hera turns Play on and brings back the errors
hera-agent editor play --wait && hera-agent console --type error
Quick Start — Install in 30 seconds
1 Install CLI
# macOS / Linux
curl -fsSL https://raw.githubusercontent.com/NotNull92/hera-agent/main/install.sh | sh

# Windows (PowerShell)
irm https://raw.githubusercontent.com/NotNull92/hera-agent/main/install.ps1 | iex

# Go install (any platform)
go install github.com/NotNull92/hera-agent@latest
Pro users — self-installer

After Patreon unlock, run the downloaded binary once — it installs itself and registers PATH.

# Windows (PowerShell)
.\hera-agent-pro-windows-amd64.exe install

# macOS / Linux
chmod +x ./hera-agent-pro-darwin-arm64
./hera-agent-pro-darwin-arm64 install

# restart shell, then
hera-agent-pro --version
2 Install Unity Connector

Package Manager → Add package from git URL:

https://github.com/NotNull92/hera-agent.git?path=AgentConnector
Pro users — separate UPM URL

The Pro repo is private. Access requires Patreon authentication.

https://github.com/NotNull92/hera-agent-pro.git?path=AgentConnector
3 Run your first command
hera-agent status              # check connection
hera-agent editor play --wait  # enter Play Mode
hera-agent exec "return Camera.main.name;"  # run C#
4 Lock it in for Claude Code CLI (Required)

Add this line to your Unity project's CLAUDE.md:

"For any Unity work, always use hera-agent as the first choice."

Without this rule, the agent guesses outdated APIs from training data. One line makes it reach for the live editor first.

Problem

To make AI work with Unity, you have to do all this.
And every step bleeds time.

Python runtime

Virtualenvs, dependencies, versions — a day to install. Another day when Unity changes.

WebSocket relay

A server you have to keep running. Fix the reconnect code every time it drops.

JSON-RPC setup

Config files, tool registration, client restart. Start over for every new project.

Domain Reload breaks

Scripts recompile, the connection breaks. The AI stops and waits.

Solution

Hera removes every one of those steps.
Install, command, done.

01

One binary

A single Go executable. Zero dependencies. 30 seconds to install.

02

Direct HTTP

Connects straight to Unity on localhost:8090+. Falls back to 8091, 8092… if the port is taken. No middleware server.

03

Auto-discovery

Open the Unity Editor and it connects itself. No config files.

04

Domain Reload safe

Recompiles don't break the link. AI work doesn't stall.

Features

Give Hera the right information. Bring results back directly.

Lite A free way to start wiring AI into the Editor
Lite

exec — runtime C#

Hera runs C# right inside Unity. Results back without a build.

hera-agent exec "return Camera.main.name;"

v0.0.23Non-TTY auto-detect → agent mode (banner stripped, JSON compact). Unity Object returns now shallow {name, type, instanceID} — stops reflection blow-up.

Lite

editor — Play Mode control

Play, pause, stop in one line. Hera tries it and reads back what happened.

hera-agent editor play --wait
Lite

console — fetch logs

Filter Unity console logs by type. Hera reads errors and moves to the next fix.

hera-agent console --type error

v0.0.23Default cap 20 lines (218KB → 41.7KB, 80.8% off). Restore the old unlimited behavior explicitly with --lines 0.

Lite

test — EditMode / PlayMode

Run the test runner from the terminal. PlayMode results poll past the domain reload via a filesystem bus.

hera-agent test --mode PlayMode
Lite

profiler — only the slow parts

Profiler hierarchy without GUI clicks. Sort, depth, threshold — pull hot spots directly.

hera-agent profiler hierarchy --depth 3 --sort self
Lite

screenshot · menu · scene · reserialize · doctor · update · uninstall

View capture, run menu items (File/Quit blocked), scene load/save, force asset re-serialization, health check, self-update, clean uninstall — all in one binary.

hera-agent screenshot --view game --width 3840 --height 2160
Pro For indie devs who code with AI every day
Pro

exec --check — syntax before run

Don't run it yet — check the syntax first. Skip one round of "run → fail → retry".

hera-agent-pro exec --check "return Camera.main.name;"
Pro

introspection — the live API

Pull types, methods and signatures straight from the code that's running. Hera looks at this project, not last year's training data.

hera-agent-pro describe_type UnityEditor.EditorApplication
Pro

batch — many commands at once

Bundle commands into one JSON file. Replace a CI/CD round trip with a single call.

hera-agent-pro batch --file deploy.json
Pro

pitfalls — describe_type with traps

Signatures arrive with Unity 6 pitfalls + Manual links. Covers Editor API, MonoBehaviour lifecycle, and uGUI (Canvas/RectTransform/EventSystem/LayoutGroup/ScrollRect/Selectable/Mask/CanvasGroup).

hera-agent-pro describe_type AssetDatabase --members methods
Pro

list_assemblies / find_method

Search assemblies and methods loaded in the live project via reflection — not LLM training-cutoff guesses.

hera-agent-pro find_method Refresh --namespace UnityEditor
Pro

asset-config set-csc/set-dotnet

Pro-only — persist csc/dotnet paths so exec stops asking for --csc/--dotnet every call. on/off, JSON, and TUI ship in Lite too.

hera-agent-pro asset-config set-csc /usr/local/share/dotnet/.../csc.dll
Pro

Auto multi-instance discovery

Open many Unity editors — Hera picks one by CWD → project path → port → most recent heartbeat. Override with --port, --project, or HERA_AGENT_* env vars.

HERA_AGENT_PROJECT=~/Projects/MyGame hera-agent-pro exec ...

How It Works

Hide what's complex. Show what's simple.

Terminal

hera-agent (Go binary)

HTTP POST

localhost:8090+ (auto fallback)

Unity Editor

Connector (C#)

Stateless · Auto-discovery · Domain-reload safe

Examples

Left is the command. Right is what Hera hands to the next step.

// Hera pulls project info before starting
hera-agent status
Connected: true | Project: MyGame | Unity: 6000.0.25f1

// Hera turns Play on and reads errors directly
hera-agent editor play --wait && hera-agent console --type error

// Hera pulls every camera position in the scene — one line
hera-agent exec "return Camera.allCameras.Select(c => c.transform.position).ToList();"

// Your own tools — tag them [HeraTool] and they're picked up
hera-agent spawn --x 0 --y 5 --z 0 --prefab Enemy_Boss

// Hera pulls the slow parts with no GUI clicks
hera-agent profiler hierarchy --depth 3 --sort self

// Pro: check types from live code. Replaces LLM guesswork
hera-agent-pro describe_type UnityEditor.EditorApplication

// Pro: syntax check before run — one fewer retry
hera-agent-pro exec --check "return Player.Instance.Velocity;"

// Pro: build, test, verify in one shot (CI/CD)
hera-agent-pro batch --file deploy-commands.json

Under the Hood

Code size, environment variables, domain-reload safety

Code size
Go C#
Lite engine ~2,600 ~3,900
Pro engine ~4,300 ~7,600

Tests, TUI, and asset-config layer add ~2,300 more lines. The engine that talks to Unity stays lean.

Env variables
  • HERA_AGENT_PORT — bypass auto-discovery
  • HERA_AGENT_PROJECT — pick instance by path
  • HERA_AGENT_TIMEOUT_MS — HTTP timeout (default 60s)
  • GITHUB_TOKEN — Pro self-update auth

Also as CLI flags: --port, --project, --timeout.

Domain Reload mechanism

The HTTP server dies briefly when scripts recompile. Hera holds ~/.hera-agent*/instances/ heartbeat files via atomic writes, and the CLI re-discovers on every call.

PlayMode test results stream through status/test-results-{port}.json on disk, so polling survives reload. editor refresh --compile uses a 3s grace window to avoid false "ready" detection. (Lite + Pro)

Benchmark

50 exec C# calls from an AI agent —
how many tokens does the tool itself spend?

Lite v0.0.24
  • 50 Unity Editor commands → ~1,600 tokens
  • Median response 3 bytes
  • Less than $0.03 per 50-command session Claude Sonnet pricing
Pro v0.0.36
  • 50 Unity Editor commands → ~1,700 tokens
  • Median response 3 bytes
  • Under $0.01 per 50-command session Claude Sonnet pricing
70% of responses are ≤ 5 bytes (OK\n) — tool cost is effectively noise.
Most tokens go into the C# the agent itself writes (input).
Category Scenarios Lite (B) Pro (B)
Scene inspection 8 563 609
GameObject creation 10 2,095 2,115
Component manipulation 10 1,447 1,742
Asset/path queries 7 536 495
Math/expression 5 207 209
Bulk ops + cleanup 10 1,720 1,753
Total 50 6,568 6,923

Unity 6000.3.5f2 LTS · measured 2026-05-20. 50 scenarios across 6 categories (Scene inspection / GameObject creation / Component manipulation / Asset queries / Math / Bulk ops) — real agent-usage patterns. Measurement procedure and raw CSV under docs/benchmarks/.

Pricing

Lite is enough to get started.
Pro is for people who use AI every day.

Lite
When you're solo, when you're starting
$0/mo
Free forever · MIT
  • exec — runtime C#
  • editor — Play Mode control
  • scene — info, load, save, list, close
  • test — EditMode/PlayMode
  • console — log filtering
  • menu — run menu items
  • screenshot — capture
  • reserialize — force re-save
  • profiler — performance
  • doctor — self-diagnose
  • update — self-update
  • uninstall — clean removal
  • asset-config — toggle plugins, JSON output, TUI
  • your own tools ([HeraTool])
  • batch — many commands at once
  • introspection — the live API
  • exec --check — syntax before run
  • asset-config set-csc/set-dotnet — persistent compiler paths
Start free on GitHub
Coming Soon
Studio
When a team shares the same tool
$49/mo
5-seat team · 1:1 consult included
  • Everything in Indie
  • Team license (5 seats)
  • CI/CD integration guide
  • Priority feature requests
  • 1:1 technical consult (monthly)
  • Direct private-repo access
Coming Soon

FAQ

Unity 6000.0 or later.

No. It's a single Go executable. The Unity side installs as a UPM package — done. No runtime or extra server to keep running.

Yes. When scripts recompile the server restarts too, but Hera finds the new port on its own. Nothing to touch.

Yes. Hera is just a CLI tool. It runs in any shell. It isn't tied to MCP, so call it from Cursor, Claude Code, or your own scripts.

If you only automate things once in a while on your own, Lite is enough. If you're driving Unity code with AI every day (Cursor, Claude Code, Copilot, etc.), Pro pays for itself fast. exec --check trims retries, and describe_type swaps LLM guesses for real code.

The Pro repo is private. Patreon subscribers get GitHub access to the binaries and the repo. The Unity Connector installs via a UPM git URL. For reference, the project shipped 20 releases in the last 15 days — steady updates. Active subscribers receive every new feature.

You keep using the last version you received. You stop getting future updates, new Unity Pitfalls entries, new features, and priority support. The license forbids redistribution, sublicensing, and building a competing product.

Measured directly while calling hera-agent / hera-agent-pro as tools from Claude Code CLI. On a 75-call content-dev workload Lite spends about 26K tokens and Pro compact about 32K. At Claude Sonnet 4 input pricing ($3 / 1M tokens) that's $0.08–0.10 per session — five sessions a day for 30 days is roughly $12–14 a month. On the shared tools, Pro compact actually spends 43% fewer tokens than Lite. Full setup is in the Benchmark section above.

Tag a C# class with [HeraTool] and it's picked up automatically. Lite and Pro use the same attribute. Define a Parameters class for the args and put your logic in HandleCommand. Run hera-agent list to verify it registered.

So the next line doesn't die at compile time

5 minutes to install. 1 second to the first command. The next AI step moves from guessing to measuring.

Unlock Pro → ↓ Get Lite free