Unity Tilde Files

Unity Tilde Files are a proprietary text serialization format developed for Gamecraft Agent to dramatically improve AI performance when working with Unity game development projects.

These files convert Unity's binary (or UnityYAML) assets, such as scene (.unity) and prefab (.prefab) files, into a human-readable, AI-optimized text format with the .unity~ extension.

What Are Unity Tilde Files?

Unity Tilde Files represent a breakthrough in AI-assisted Unity development. Instead of working with Unity's complex binary serialization format (or UnityYAML, which is not optimized for AI), Gamecraft Agent processes these specially formatted text files that capture all essential Unity scene and prefab data in a structured, emoji-enhanced format that AI models can understand and manipulate with unprecedented accuracy.

File Types Supported

  • Scene Files: .unity.unity~ (e.g., Assets/Scenes/MainMenu.unity~)

  • Prefab Files: .prefab.prefab.unity~ (e.g., Assets/Prefabs/Player.prefab.unity~)

Why Unity Tilde Files Improve AI Performance

🎯 Structured Hierarchy

Traditional Unity files store complex object relationships in an unreadable binary format. UnityYAML files obfuscate many of they key details and relationships between GameObjects, making AI integration difficult. Tilde files use clean indentation to represent GameObject hierarchies, making parent-child relationships immediately visible to AI models, while keeping asset relationships in an easy to understand format.

Note: Tilde files are not just for AI agents. The files are also optimized for quick human edits, making them the optimal file format for working on Unity projects directly in the IDE.

🎨 Emoji-Based Components

Components are represented with intuitive emojis that provide instant visual context:

  • 🎥 Camera

  • 💡 Light

  • 🔊 AudioSource

  • 🖼 Image

  • 🔘 Button

  • 📜 Custom Scripts

📊 Property Optimization

Only non-default properties are serialized, dramatically reducing file size and cognitive load while maintaining complete fidelity to the original Unity data.

🔗 Smart Reference System

Internal object references use a prefix system that clearly indicates relationships between GameObjects and components within the same file.

File Format Specification

Core Structure Principles

  1. Text is Truth: All analysis is based solely on the .unity~ file content

  2. Defaults Matter: Only properties differing from Unity defaults are listed

  3. Hierarchy is Key: Indentation defines parent-child relationships

  4. Cross-Reference Essential: Prefab instances require base prefab analysis

GameObject Representation

• EnabledGameObject: 🎥fov=60 🔊volume=0.8
- DisabledGameObject: 🖼sprite="Assets/UI/icon.png"
  • ChildObject: 📜PlayerController speed=5.0

GameObject States

  • = Enabled GameObject

  • - = Disabled GameObject

  • Indentation defines hierarchy depth

Tags (Optional)

• Player: 🏷️Player 📜PlayerController health=100

Component Format

Components follow the pattern: Emoji[Type] property=value property2=value2

Common Components

  • 📍 Transform - Position, rotation, scale (omitted if all default)

  • 📐 RectTransform - UI layout properties

  • 🎥 Camera - Rendering and projection settings

  • 💡 Light - Illumination properties

  • 🔊 AudioSource - Sound playback settings

  • 🖼 Image - UI image display

  • 🔘 Button - Interactive UI element

  • 📜ScriptName - Custom MonoBehaviour scripts

Property Types

Basic Types

intValue=42
floatValue=3.14f
boolValue=true
stringValue="Hello World"

Vectors and Colors

position=[1.0, 2.5, 0.0]
color=🟥#D42111FF

Note: Colors in .unity~ files will automatically display a square of that color next to them, which can be updated by hovering and choosing a new color from the pop-up color wheel. This makes it very easy to see colors at a glance and update them if necessary.

Asset References

sprite="Assets/Sprites/character.png"
material="Assets/Materials/metal.mat"

Note: Image file paths in .unity~ files will display a preview of that image when hovered, enabling quick reminders of what each image for an asset looks like.

Internal References

targetGraphic=■/🖼
manager=■../GameController/📜GameManager
onClick=[■MainCanvas/Buttons/📜MenuScript.OnStart()]

Reference System

The prefix indicates internal file references:

  • ■/🖼 - Component on same GameObject

  • ■/ChildName/🖼 - Component on descendant

  • ■../Sibling/🖼 - Component on sibling

  • ■RootObject/Path/🖼 - Absolute path from root

Prefab Instances

• PlayerInstance ("Assets/Prefabs/Player.prefab"): 📍position=[10, 0, 5] 📜PlayerController level=2

The format ("Path/To/Prefab.prefab"): indicates the base prefab, followed by instance-specific overrides. This enables quick cross-referencing of prefab overrides against the original prefab.

Namespaces & Script Resolution

Standard Unity namespaces are omitted (e.g., Image instead of UnityEngine.UI.Image).

Benefits for Unity Development

🚀 Enhanced AI Understanding

AI models can instantly comprehend Unity scene structure, component relationships, and property configurations without needing deep Unity engine knowledge.

🔍 Rapid Issue Detection

The format makes it trivial to spot common Unity problems:

  • Missing component references

  • Disabled GameObjects that should be active

  • UI elements outside Canvas hierarchies

  • Broken prefab connections

Faster Iteration

Modifications can be proposed and implemented at the speed of text editing rather than navigating Unity's complex inspector interface.

🎯 Precise Modifications

AI can suggest exact line changes with proper syntax, emojis, and property values, ensuring modifications integrate seamlessly.

Working with Tilde Files

Reading Tilde Files

When Gamecraft Agent encounters .unity~ files, it automatically applies Unity-specific intelligence to:

  • Parse GameObject hierarchies

  • Understand component relationships

  • Validate property references

  • Cross-reference prefab instances with their base definitions

Modifying Tilde Files

The agent can propose exact modifications using the tilde format:

• UIPanel: 🎨Canvas 🧤CanvasGroup alpha=0.5 interactable=false
  • Title: 💬text="Welcome" 🖼color=#FFFFFF
  • PlayButton: 🔘Button interactable=true 🖼sprite="Assets/UI/btn.png"

Best Practices

For AI Interactions

  • Always reference complete file paths (Assets/Scenes/Game.unity.txt~)

  • Cite specific GameObject paths and component emojis

  • Provide exact property names and values

  • Cross-reference prefab bases when analyzing instances

For Modifications

  • Include proper indentation for hierarchy

  • Use correct component emojis and type specifiers

  • Only specify non-default properties

  • Validate reference paths within file scope

Integration with Gamecraft Agent

Automatic Recognition

Gamecraft Agent automatically recognizes Unity Tilde Files and applies specialized Unity instructions for optimal processing.

Enhanced Debugging

The agent can quickly identify Unity-specific issues:

  • Component configuration problems

  • Reference resolution failures

  • Hierarchy structure issues

  • Performance optimization opportunities

Intelligent Suggestions

When modifying Unity projects, the agent leverages both the tilde format structure and Unity best practices to propose optimal solutions.

Performance Impact

Reduced Context Size

By eliminating default values and using compact emoji notation, tilde files significantly reduce the amount of text that needs to be processed while maintaining complete information fidelity.

Improved Accuracy

The structured format with visual cues (emojis) and clear relationships dramatically improves AI comprehension accuracy compared to raw Unity serialization.

Faster Processing

The human-readable format allows for rapid parsing and understanding without complex binary decoding operations or YAML parsing.

Example: Complete Scene File

Assets/Scenes/MainMenu.unity~

• MainCamera: 🎥orthographicSize=5 clearFlags=SolidColor backgroundColor=#001122
• Canvas: 🎨Canvas renderMode=ScreenSpaceOverlay 📏ContentSizeFitter
  • Background: 🖼sprite="Assets/UI/bg.png" 📐anchorMin=[0,0] anchorMax=[1,1]
  • TitlePanel: 🧤CanvasGroup alpha=1.0
    • GameTitle: 💬text="My Amazing Game" fontSize=48 color=#FFFFFF
    • Subtitle: 💬text="Press Start to Begin" fontSize=24 color=#CCCCCC
  • ButtonPanel: ↕️VerticalLayoutGroup spacing=20
    • StartButton: 🔘Button 🖼sprite="Assets/UI/button.png" targetGraphic=■/🖼
      • ButtonText: 💬text="Start Game" color=#000000
    • QuitButton: 🔘Button 🖼sprite="Assets/UI/button.png" targetGraphic=■/🖼
      • ButtonText: 💬text="Quit" color=#000000
• GameManager: 📜GameManager playerName="NewPlayer" difficulty=1

This example shows how a complete Unity scene is represented in the tilde format, with clear hierarchy, component relationships, and property overrides all visible in a single, comprehensible text file.

Next Steps

Now is the perfect time to dive into your first task with Gamecraft's coding assistant

  1. Your First Task - Start your first AI-assisted coding session


Unity Tilde Files represent a revolutionary approach to AI-Unity integration, transforming complex Unity-specific data into AI-friendly text that maintains complete fidelity while dramatically improving processing speed and accuracy.

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