ArTchie Studios
Support

Stuck? Start here.

Most questions are answered in the FAQ below or in the docs. If not, write to [email protected] — a human reads it. Include your Unity version, the kit, and what you expected to happen.

FAQ

Frequently asked

Do I need an AI service to use the suite?

No. Every kit works fully with no AI installed. ArTchie AI is the one kit that talks to an agent, and it routes to a service you already have — Unity AI Assistant, Claude Code, Grok Build, or any signed-in CLI agent you add. Nothing is bundled and nothing bills through us; it runs on your own account and credits.

Which Unity versions are supported?

Unity 6.0 LTS (6000.0) or newer. The suite is built and exported from 6000.0.81f1 and verified on 6.3 and 6.5 — see the matrix below. Alpha and beta editors are not supported targets.

Does it work with URP, HDRP, or the built-in pipeline?

Any render pipeline. The editor kits don't touch rendering at all. The included demo scene and its settings target URP, so if you open the demo in an HDRP project the demo materials will need the usual conversion — your own scenes are unaffected.

Where does it land in my project?

Everything is under Assets/ArTchie Studios/: the nine kits in ArTchie Tools/, the demo, the showcase loaders and your scripts beside them. Nothing is installed into Packages/ and nothing points outside your project. Full C# source, no DLL-only code.

Does BedderScript run in a built game, or only in the editor?

In the built game. BedderScript ships runtime code: the VM, the in-game IDE (F1), the block face (F2), and the scene editor (F3) all run inside your player. The other eight kits are editor-only and never ship in a build.

How safe is it to let players run scripts?

A .bedder script runs in a bytecode VM with no reflection, no filesystem and no network access. Every frame has an instruction and memory budget. The only things a script can call are the builtins on the published census — anything not on it does not exist. Read Security & the sandbox for the full model, including the wider trust tier that scene mods sit in.

Can players share what they build?

Yes — the save is the mod. Save as… snapshots the scripts it uses into the save and offers Share it now…, which writes one .abspack file. Open ▾ → Open from file… installs one, and on Windows double-clicking an .abspack opens the game with it. The moddable-root pattern covers offering modding without making the whole game moddable.

Atlas shows an empty graph after import.

Expected on first run. Atlas needs one Rebuild Index pass before its graph is populated; after that it refreshes itself while the editor is open. Atlas indexes Assets/.

Is the C#-to-BedderScript converter production-ready?

No, and it says so. It is an experimental translator assistant that makes mistakes. Everything it cannot map is left as a comment tagged TODO(bs) for a human to finish. Treat its output as a first draft.

What does the runtime asset importer handle?

Static meshes with materials and diffuse textures. Rigs and animation are not imported. Model formats and the allow-list are in the manual.

Where are the docs inside the editor?

Three places: the Getting Started window that opens on first load; Tools › ArTchie › ★ Documentation at the top of the menu and first inside every kit's submenu; and this site, which is generated from the same files. Edit › Preferences › ArTchie chooses whether docs open in Folio or your external app.

Can I modify the source?

Yes. Full C# source ships, every kit is namespaced, and it's all project assets in your Assets/ folder. Change what you need. The one thing to keep in mind: if you edit a kit, your changes and a future update will need merging by hand, the same as any source you own.

Refunds and licensing?

Purchases go through the Unity Asset Store, so its refund policy and the standard Asset Store EULA apply. For anything the store can't resolve, write to us.

Version matrix

Where it has actually been run

Only editors we have compiled and exercised the suite on are listed. "Verified" means zero compile errors and the kits opened and ran — not "should work."

UnityStatusNotes
6000.0 LTSShip editorBuilt and exported from 6000.0.81f1. This is the store minimum.
6000.3VerifiedCompiles clean; suite opened and run.
6000.5VerifiedCompiles clean on 6000.5.9f1; the standing verification editor.
6000.6 / 6000.7Not supportedAlpha and beta editors. May work; not a support target.
2022.3 and earlierNot supportedThe suite requires Unity 6.
Known limitations

Said plainly

  • AIThird-party AI services are optional and not included. You bring your own.
  • AtlasOne Rebuild Index pass after import before the graph is populated.
  • ConverterC#-to-BedderScript is experimental; unmapped code is tagged TODO(bs).
  • ImporterStatic meshes, materials, diffuse textures. No rigs, no animation.
  • EditorsEditor kits ship no runtime code; only BedderScript runs in the player.
Contact

Reach a person

Email [email protected]. Bug reports land faster with: your Unity version, the kit name, the steps you took, what you expected, and what happened — the F4 bug reporter inside the in-game editor collects most of that for you.