ArTchie Studios
For Unity 6 · Coming to the Unity Asset Store

ArTchie-Bedder-Suite
Drive your editor by hand, or let your agents drive it.

BedderScript + a runtime level editor, and eight editor kits that are each a window you can click and a callable tool an AI can run. Same button, same gate, same report. Full C# source. Everything lives inside your project — nothing reaches outside it, and all of it is yours to change.

ArTchie-Bedder-Suite — the demo course with the in-game IDE and inspector open
The point

Play your game and change it while it's running.

Write small .bedder scripts the game can safely run. Move objects, import art, save named scene mods — inside the running player. Players can do the same in a shipped build, and the save is the mod: Save as… → Share…, Open ▾ → Open from file…, double-click an .abspack and the game opens with it.

The in-game IDE (F1) editing Goal.bedder with APPLY
F1 · the in-game IDE — edit a script and ▶ APPLY mid-run
The demo course — every behaviour in the scene is a BedderScript
The demo course — every behaviour in the scene is a BedderScript, no C# gameplay code
What you get

Nine kits. Three sections. One install.

Everything lands under Assets/ArTchie Studios/ in your project, in three folders you can point at — the same three you see here. Open any of them and the source is right there.

ArTchie-Bedder-Suite

Scripting · runtime

BedderScript

Sandboxed in-game scripting and the runtime level editor. A real bytecode VM with per-frame budgets, 160 builtins published as a census — anything not on it does not exist. The Voxel Garden demo mod is 1,180 lines of pure Bedder.

Bedder guide →
In the box

Demo course + showcase

A tiny 3D platformer where every behaviour is a BedderScript — no C# gameplay code in the scene. The F1 / F2 / F3 face loaders, your scripts folder, and the demo URP settings sit beside it.

Getting Started →
Reference

Manual + API census

The language, standard library, engine API and the four in-game faces — and the full builtin list as a page, generated from the same file that ships in the box.

API reference →

ArTchie-Suite

Front door

ArTchie Core

The Getting Started hub that opens on first load, every kit's docs by subject, Edit › Preferences › ArTchie. The seam the other kits hang off.

Core guide →
Code

Atlas

The code intelligence graph. Find symbols, trace callers and callees, pull exact snippets, list dead methods. Look things up instead of grepping the tree.

Atlas guide →
Health

Anvil

Ten scanners: broken references, missing scripts, asmdef cycles, asset bloat, build-settings audit, orphan metas, GUID usages. Reports that read cleanly for you and parse cleanly for an agent.

Anvil guide →
Scenes

Rivet

Query objects across scenes by tag, layer, component or name. Batch rename, camera bookmarks, prefab override diffs, a PlayerPrefs editor.

Rivet guide →
Docs

Scribe

Documentation that stays honest. Generates docs from your code, then flags what drifted. Folder and selection docs, freshness checks, a bridge into Atlas.

Scribe guide →
Plans

Charter

Game plans as assets. Pillars, core loop, MoSCoW scope, risks, milestones — a plan the editor holds, that your tools and your AI can hold you to. Markdown export in one click.

Charter guide →
Reading

Folio

A reading surface. READMEs, guides and Charter plans rendered cleanly where you work. Every ★ Documentation item in the suite opens here.

Folio guide →

ArTchie-AI

Agents · optional

ArTchie AI

In-editor chat with a gated tool loop — approve chips on every call, saved sessions, any signed-in CLI agent. The same tools are served over MCP and the Unity CLI, so a terminal and the editor share one pipe and one gate. Every other kit works fully without it.

ArTchie AI guide →
Requirements

What it needs

  • Unity6.0 LTS (6000.0) or newer. Built and exported from 6000.0.81f1; verified on 6.3 and 6.5.
  • PackagesInput System and uGUI — resolve automatically. Any render pipeline; the included demo settings target URP.
  • LayoutProject assets under Assets/ArTchie Studios/ in three folders — ArTchie-Bedder-Suite, ArTchie-Suite, ArTchie-AI. Nothing of ours in Packages/, no external mounts.
  • SourceFull C# source, no DLL-only code. Every kit namespaced (ArTchie.*, BedderScript.*).
  • RuntimeBedderScript ships runtime code and runs inside your built game. The other eight kits are editor-only.
Honest limits

What it doesn't do

  • AIUnity AI Assistant, Claude Code and Grok Build are optional and not included — you bring your own account. Every other kit works fully with no AI installed.
  • AtlasNeeds one Rebuild Index pass after import before its graph is populated.
  • ConverterThe C#-to-BedderScript converter is experimental. It is a translator assistant that makes mistakes; anything it cannot map is commented and tagged TODO(bs) for a human.
  • ImporterBedderScript's runtime asset importer covers static meshes with materials and diffuse textures. Rigs and animation are not imported.
Under the hood

Built for where Unity is going.

Architected as orchestration over host systems and ready for the GameObject/ECS unification. Logic written in BedderScript is runtime-independent — it never compiles to IL, so it crosses the Mono-to-CoreCLR cutover without a port. The full reasoning ships inside the suite so you can check the claim instead of taking our word for it.