UNITY LEVEL AUTHORINGVERSION 1.1

1998: Level Editor

AI assisted.
Always editable.

Supports Unity MCP and Unity CLI. Bring your own compatible coding assistant to inspect, edit and build levels in your local Unity Editor. Your source map stays editable.

A textured 1998 level captured in Unity, with connected rooms and an open courtyard.
BUILT WITH 1998ACTUAL UNITY CAPTURE
01 / SOURCE → SPACEYour next place
starts here.

01 START MAKING

See where to click.
Build along.

A guided tour of the actual Unity editor, with animated pointers and English narration. From your first room to a precise assistant edit.

1080p Animated click guidesOpen on YouTube

Recorded with version 1.1. The video includes real editor captures and a summary of an actual MCP edit. The YouTube player loads when you press play or choose a chapter.

02 THE PLAYABLE PROOF

Ideas become
places.

Three briefs. Three prebuilt results.
Pick a session, launch the viewer, and take a look around.

Explore prebuilt results from recorded MCP sessions. Your own coding assistant drives your local Unity Editor.

RECORDED RESULTS
SESSION 01 / ROOMS

Find the flow.

An authored six-room shell becomes a connected loop: six doorways, 3.8 m ceilings, and contrasting floors to mark the route.

6 rooms / 6 doors2 m openings3.8 m ceilings

Keyboard + mouse for the walk-through.
Screenshots and recordings work everywhere.

1998 / PLAYABLE VIEWERREADY TO EXPLORE
Preview of a 1998 level before launching the playable viewer.
TAKE THE LONG WAY ROUND.Loads on demand · no account needed
W A S D moveMouse lookSpace jumpEsc release
TAKE THE BRIEF WITH YOU

Try this in
your own editor.

Bring these prompts to your own connected coding assistant. Start from a prepared map and inspect its current state.

01 / CONNECT ROOMS

Using this six-room shell, connect the spaces into a loop with six 2 m-wide, 2.65 m-high doorways. Keep 3.8 m ceilings and 24 cm solid walls. Give the connecting hall a teal floor and the store an indigo floor. Inspect shared walls, preview edits, validate, build and save the scene.

INSPECT FIRST. BUILD EXPLICITLY.ALL SAMPLE PROMPTS

03 THE WORKFLOW

Less repetition.
More intention.

Ask for a change. Inspect what changed.
The map stays open to your next decision.

BRING YOUR OWN CODING ASSISTANT

Your assistant.
Your Unity editor.

Connect a compatible coding assistant through Unity MCP, or give it access to Unity CLI. 1998 provides the level-authoring tools; you choose the assistant and use your own account.

Get the setup guide + prompts
01 / MCP CONNECTION

Unity MCP

Your assistant discovers and calls 1998’s tools through the Unity CLI’s MCP server.

02 / COMMAND LINE

Unity CLI

Use the same authoring commands from your terminal, scripts or a coding assistant with command-line access.

Both routes use the optional Unity Pipeline integration in your local Unity project. Bring your own assistant, model and any required subscription. Visual editing works independently.

  1. 01

    Discover

    Connect your assistant through Unity MCP, or use Unity CLI. Discover the level tools.

  2. 02

    Inspect

    Read the source map, its settings and current revision.

  3. 03

    Guarded edit

    Make a scoped change to rooms, doors, stairs or surfaces.

  4. 04

    Validate

    Check dimensions and diagnostics before moving on.

  5. 05

    Build

    Update the scene geometry. Review it and save explicitly.

FROM THE RECORDED SESSIONS

Three briefs.
Three built results.

The recorded sessions turn prepared shells into connected rooms, a raised gallery and a revised layout. Take a quick look at the results.

Explore the exact tool calls below.

Read the actual tool traceRECORDED JSON

Actual recorded requests and results. Opening this panel does not run any tools.

Download JSON

Open this panel to load the recorded trace.

04 YOUR HANDS ON THE MAP

Draw it. Shape it.
Make it yours.

The visual editor is a complete workflow.
AI assistance is there when you want it.

1998: Level Editor open inside the Unity Editor, showing the editable source map and authoring controls.
1998: LEVEL EDITOR / UNITY EDITORTHE SOURCE STAYS EDITABLE
A / GEOMETRY

Keep the shape
of your idea.

Draw room boundaries. Set floor and ceiling heights. Give openings real dimensions, or connect elevations with stairs.

B / AUTHORING

Bring the details
into the plan.

Choose surfaces, adjust UVs, place prefabs and anchor registered objects. Rebuild from the editable map as the design changes.

C / CONTROL

Make a change.
Keep your options.

Use Undo, inspect diagnostics and Build explicitly. Your scene continues to own its gameplay, lighting and unrelated objects.

05 BACK TO YOUR EDITOR

Your next
1998.

VERSION 1.1

Start with a room. Turn it into somewhere worth exploring.

View on the Asset Store

Version 1.1 brings visual authoring and tools designed for AI coding assistants to the same editable map.

Download the sample prompts
TESTED WITH VERSION 1.1
Unity 6.6Built-in + URPKeyboard + mouse demo

HDRP demo rendering is not verified. Core visual authoring works without an external AI service. Unity MCP and Unity CLI support use the optional Unity Pipeline integration. Bring your own compatible coding assistant and its account. An AI assistant, model or subscription is not included.