The bridge drives live Unity and Unreal editors: agents query the open scene, generate UI that matches your style, and stage changes you can apply or roll back — the same review-gate discipline as code.
No headless exports, no asset round-trips — the bridge talks to the editor you already have open. Every change is staged as a diff first, so the editor state is never silently mutated.
Agents read the live hierarchy — objects, components, bindings — instead of guessing from source files. What they propose fits what's actually on screen.
Generated UI inherits from your existing prefabs and materials — fonts, spacing, nine-slices — so a new panel looks like your game, not a template.
Changes stage as a preview diff. Apply promotes them into the scene; rollback restores the exact prior state. Same gate discipline as the code side.