Getting Started

Install Avori, sign in, choose how you want to begin, and make one small result you can verify.

Prefer a guided walkthrough? Open Avori Tutorials for task-based guides with ordinary-language prompts, expected results, model-funding explanations, verification, rollback, and recovery. Return to Docs when you need the complete reference for a control or integration.

Installation

Download the Avori installer for your platform from the links below. The Hub is a background application — it runs silently and powers all editor plugins through a local API.

🪟 Download for Windows 🍎 macOS coming soon
Tip: Avori includes its integration files. Install Unity, Godot, Unreal, or an IDE separately only when you want to use that workflow; Avori does not bundle an engine.
  1. Run the installer and follow the prompts.
  2. Launch Avori — it will appear in your system tray.
  3. Sign in when prompted (Google, GitHub, or email) to activate your account.
  4. Choose Build inside Avori, Start a new game in an engine, or Connect an existing project.

Choose Your Starting Path

Open the written starting-path guide. It includes the reviewed silent walkthrough captured from the installed Avori experience.

Model usage is a separate choice: use the one-time trial, a supported personal key, or an explicitly funded Avori-managed model. Pro or Studio does not include model usage.

System Requirements

Before installing, verify that your development environment meets the minimum version requirements for each component you plan to use.

Operating System

Platform Minimum Version Notes
🪟 Windows Windows 10 (64-bit) Windows 11 recommended
🍎 macOS macOS 12 Monterey Installer coming soon; Windows installer is available now

Game Engines

Engine Minimum Version Notes
🎮 Unity Unity 2020.3 LTS Any subscription tier. Unity 6 fully supported.
🤖 Godot Godot 4.2 Godot 3 is not supported. GDScript and C# (.NET) builds both work. Latest stable (4.x) recommended.
⚙️ Unreal Engine UE 4.26 UE 5.x fully supported. Requires a C++ project (Blueprint-only projects must add a C++ class first to compile the plugin).

IDE Extensions (optional)

Editor Minimum Version Notes
🟦 VS Code 1.75 Installed automatically by Avori; no marketplace visit required.
🪟 Visual Studio Visual Studio 2022 Community, Professional, and Enterprise editions all supported.
🧠 JetBrains Rider Rider 2023.1 Installed automatically by Avori when Rider is detected.
Not sure about your version? In Unity: Help → About Unity. In Godot: Help → About Godot. In Unreal: visible in the editor title bar.

Ask a Safe First Question

For an existing project, wait until Avori shows the project context as live. Begin with a question that does not request a change, for example:

What controls the enemy patrol distance in this project? Please explain it without changing anything.

Avori can use the indexed GDD passages, current file, selection, project structure, and editor state available for that workflow. Confirm that the answer names relevant project details and proposes no actions before you ask for a change.

Note: Choose a compatible model and confirm the funding source shown in the top-right indicator. Personal-key requests are billed by that provider; Avori-hosted requests use prepaid Avori Balance at the currently published price.

Unity Integration

Installing the Plugin

The Unity plugin is bundled with the Avori installer and is installed automatically on first launch. Open your Unity project after installing Avori; the Avori menu item appears in the Unity menu bar when the plugin is ready. No package URL, marketplace download, or separate import is required.

Updates: Avori checks for Hub and plugin updates on launch and shows an update prompt when a newer version is available.
Compatibility: The plugin is compatible with Unity 2020.3 LTS and newer. It does not require a specific Unity subscription tier.

The Avori Panel

Open the Avori panel via Window → Avori in the Unity menu bar. The panel docks like any native Unity window. It is also accessible from the ✦ Avori button in the Scene View overlay toolbar.

The panel is the single interface for all Avori features — chat, scene automation, code search, design documents, and settings.

Chat & Reviewed Actions

Avori uses one chat for questions, planning, debugging, and project-changing requests. You do not switch between Ask, Agent, or Plan modes.

You can keep chatting at any time; there is no separate mode to exit or save.

Loops

A Loop is a bounded multi-step goal that lives in the same conversation. Avori may suggest one when a request needs repeated work and verification, or you can create one yourself with the Loop button or /loop.

  1. Describe the finished result and completion condition in chat.
  2. Review the compact Start a Loop? card, including the selected project and whether it runs on this computer or continues in the cloud.
  3. Start the Loop. Avori shows progress in chat and asks for approval before project-changing actions.
  4. Use the chat-native pause, resume, or stop controls whenever you need them.
  5. The Loop completes only after its goal is verified, a real blocker is reached, or a configured limit is hit.
Local vs cloud: Local Loops run on this computer. Pro users can choose Continue when this device is off for a Remote Loop; model usage is funded separately by an eligible key or Avori balance.
Play Mode: Loops do not execute scene-changing actions while the editor is in Play Mode. Actions are safely blocked and explained.

Unity Cloud Loops: setup without surprise charges

Who bills what: Avori Pro covers Avori's private cloud workspace and off-device continuation. Your selected model is billed through your personal key or prepaid Avori Balance. Unity Build Automation usage is billed by Unity to your Unity organization and is not included in Avori Pro.

You do not need Unity Build Automation for Local Loops. Connect it only if you want Unity validation while your computer and Unity Editor are off. Avori's Check Connection action is read-only: it does not start a build or consume Unity build minutes.

  1. Prepare source control. Connect the Unity project to a GitHub repository available to both Avori and Unity Build Automation. Confirm that ProjectSettings/ProjectVersion.txt exists and that generated folders such as Library, Temp, Logs, and Builds are ignored. Avori packages the exact approved local snapshot—including eligible uncommitted edits—into an isolated validation branch; it never asks Unity to validate an older base commit.
  2. Create a dedicated build configuration. In Unity Cloud, open the correct organization and project, then open DevOps → Build Automation → Configurations. Connect the repository and create a configuration named Avori Validation. Select the repository branch, Unity project subfolder, target platform, and the same Unity version shown in ProjectVersion.txt. Disable automatic source-control builds so one Avori request does not create a duplicate build.
  3. Create limited access. Create a dedicated Unity service account with only the project-level access needed to read and run the selected Build Automation configuration. Create its supported long-lived bearer token. Never enter a Unity password, payment method, organization-owner credential, or signing secret into Avori.
  4. Set Unity's spending boundary. In Unity Build Automation, open Settings → Build Consumption, review the organization's current included allocation, and set the spending cap you are comfortable with. Avori cannot create, raise, or bypass this cap. Check Unity's current consumption documentation because allocation and pricing can change.
  5. Connect Avori. In Avori, choose the Unity project, then open Settings → Cloud → Unity Cloud Connection. Enter the Unity organization ID, Unity project ID, the Avori Validation configuration ID, and the dedicated service-account token. Select Save Connection. Connect the matching GitHub repository when prompted in the Dashboard. Avori encrypts credentials in tenant-scoped secret storage and never displays them again.
  6. Check access safely. Select Check Connection. A successful check confirms access to the selected configuration and says No build was started. If it fails, verify the three IDs, token status, project-level role, and configuration access. Do not paste the token into a support ticket.
  7. Choose the execution location. Start the Loop from the same Avori chat. Leave Continue when this device is off unchecked for local execution. Enable it for an Avori Pro Cloud Loop. If Unity validation is unavailable or has not been explicitly authorized, Avori returns a reviewable change bundle labeled Unity validation pending; it must not claim the project compiled, imported, tested, or built.
Disconnect or rotate: Return to Settings → Cloud → Unity Cloud Connection. Use Update Connection to replace a token or Disconnect Unity to remove Avori's saved connection. This does not delete the local project, repository, Unity project, configuration, or Unity build history. Revoke the old token in Unity after rotating or disconnecting it.

If you do not have Unity Build Automation, keep the Loop local or accept a cloud-edited change bundle marked Unity validation pending and validate it after reopening the project locally. Avori never requires you to buy or enable a Unity subscription merely to connect your Avori account.

Scene Actions

When you approve supported scene actions, Avori can execute the following work directly in your scene. All actions are registered with Unity's Undo system — Ctrl+Z works on everything Avori does.

Category Actions
GameObjects Create primitives, empty objects, prefab instances, lights, cameras, particle systems; duplicate; rename; delete; set active
UI Create Canvas, panels, Text (TextMeshPro), Buttons, and Images with correct parenting and RectTransform setup
Components Add any component by type name; add Rigidbody, Collider, AudioSource, Animator; set and wire component fields and references
Transform Set position, rotation, scale; parent objects in the hierarchy; set tag and layer
Assets Create materials and physics materials; apply materials; save scene objects as prefabs; create ScriptableObjects
Files & Folders Create asset folders; move and delete files; trigger AssetDatabase refresh

Vision Tool

The Vision Tool lets Avori see your Scene View. A Loop can use it between steps to verify work, and you can also attach a view manually.

In Play Mode: Attach a Game View screenshot with 📷 and ask Avori about what you see in the running game. No mode switch is required.

@ File Mentions

Attach any script or asset as direct context for a single message. This gives Avori the full file content — not just the architecture summary — which is useful when asking about a specific implementation.

  1. Click @ in the input bar, or type @ in the text field.
  2. A fuzzy-search dropdown appears. Type any part of the filename.
  3. Select the file — it is attached to your next message only.

Use the attachment and project controls in the composer when a file or folder should be included explicitly. The active project remains the default scope for the conversation.

Project Context

Select a project from the left sidebar so Avori can use its engine, indexed files, connected editor state, GDD, and prior project conversation context. The top bar shows whether context is live and whether editor actions are ready.

Avori proposes project-changing actions for review. Architecture preferences and constraints should be stated in the conversation or maintained in the project's GDD until a dedicated instructions surface is available.

Projects & Conversations

The left sidebar lists detected or manually added projects and their conversations. One project is active for a conversation at a time, which keeps context and actions from leaking into another game.

From the sidebar you can:

Project Scanning

Avori scans a connected project to build local context for chat, GDD work, and reviewed actions. The top bar reports when a scan is recommended; use the project controls to refresh context after substantial external changes.

You can ask Avori to review selected files or attached folders for issues such as:

Note: Scanning and analysis are read-only. Avori changes project files only through a reviewed action you approve.

GDD Workspace

Use the GDD button in the top bar to open the active project's design-document workspace.

Art Direction

Describe the look you want in ordinary language. Avori turns that request into a project-specific visual direction covering the medium, palette, value and lighting, shape language, environments, animation, effects, interface, camera, engine import, and performance constraints.

You may name a game as a quality or design-principle reference—for example, “beautiful pixel art like Sea of Stars.” Avori should use that shorthand to understand qualities such as readable silhouettes, authored color ramps, layered environments, lighting, animation richness, and interface cohesion. It should not copy another game's characters, maps, layouts, interface, or assets.

The reviewed direction stays with the project so later work remains consistent after a long conversation or restart. Avori should reuse suitable approved assets, create only what the current work genuinely lacks, and ask for approval before replacing or materially restyling existing authored work.

Review the game-design and art-direction tutorial.

GDD Indexing

To give Avori awareness of your game design document:

  1. Select the project, then click GDD in Avori's top bar.
  2. Select your GDD file (PDF, DOCX, or plain text supported).
  3. Avori indexes the document. This takes a few seconds.
  4. Avori can retrieve relevant GDD passages when a request needs design context.

Avori Core supports unlimited local projects and GDDs. GDD count is not a subscription gate.

Godot Integration

Installing the Plugin

The Avori Godot plugin is bundled with the Avori installer. On first launch, Avori reads your Godot project registry and copies the plugin into each project's addons/ folder automatically. Open Godot 4 after installing Avori and enable the plugin if Godot asks you to confirm it.

Compatibility: Requires Godot 4.2 or newer. The plugin is editor-only and does not affect exported builds.

The Avori Dock

Once enabled, the Avori dock appears in the editor. From here you can:

Unreal Engine Integration

Installing the Plugin

The Avori Unreal plugin is bundled with the Avori installer. On first launch, Avori reads your Unreal project history and copies the plugin into each project's Plugins/ folder automatically. Open the project after installation; Unreal may ask to compile the editor plugin the first time it sees it.

Compatibility: Requires Unreal Engine 4.26 or newer (including UE5). The plugin is a standard Type: "Editor" module — it is excluded from shipping builds automatically. The public Avori installer is available for Windows now; macOS installer support is coming soon.

The Avori Panel

After enabling the plugin, the Avori toolbar button appears in the Unreal editor. Click it to open the Avori panel. From here you can:

IDE Extensions

Avori auto-installs IDE plugins when it detects a supported editor. IDE plugins are support surfaces for an existing game project: they provide file, cursor, and code-action context for the same Avori project instead of creating a separate VS Code, Visual Studio, or Rider project. You will be prompted to sign in on first launch (Google, GitHub, or email) before any features are available.

VS Code

After Hub launch, open VS Code and run Open Avori from the Command Palette. You can also use the Avori icon in the Activity Bar when it appears.

Use the command or Activity Bar entry to open the shared Avori panel for the current game project. Available file, selection, and editor context depends on the extension and host state.

Note: Requires VS Code 1.75 or newer. The extension uses the VS Code Extension API and does not require marketplace access to install.

Visual Studio

In Visual Studio 2022, open Tools → Avori to launch the Avori panel for the current solution.

Use the toolbar and output-pane integration to open Avori for the current solution. Review the context Avori received before relying on a file-specific answer.

JetBrains Rider

In Rider, open Tools → Open Avori. In the new Rider UI, use the top-left main menu, then Tools → Open Avori; Search Everywhere / Actions can also find Open Avori. For Unreal projects, open the actual .uproject file in Rider so Avori receives the real Unreal project context.

Use the tool-window action to open Avori for the current project. For Unreal, opening the real .uproject is necessary for project-aware context.

Account & Billing

How Model Funding Works

Avori resolves one explicit funding source before every model request. Software access and model usage are separate:

Avori never changes payers automatically. If a reviewed multi-step build needs more Trial requests than remain, Avori stops before sending anything. If Avori Balance is selected, Avori shows an exact worst-case maximum from the active price version and keeps approval disabled when the available balance cannot cover it. Calculating that maximum does not send model work, consume Trial requests, or reserve wallet funds.

Plans & Upgrades

To change your plan, open Dashboard billing. Core is available without a software subscription. Pro adds encrypted multi-device cloud and Cloud Loops; Studio adds organization administration and includes Pro for licensed members. Model usage is separate.

Billing Portal

Manage your subscription, update payment methods, or cancel via the Stripe billing portal. Access it from:

If a subscription renewal fails or needs bank/card confirmation, Avori emails you and pauses the affected paid cloud or Studio feature until billing is fixed. Core local features, free Personal BYOK, and existing Avori balance remain available. Use Dashboard - Billing to resolve the subscription payment.

Team Features

Team features are available on Studio, beginning at five seats with additional-seat support and no fixed team-size ceiling. Base and additional-seat pricing is shown before Studio checkout opens. Model usage is separate.

Studio Setup

Create or select a Studio workspace in the Dashboard, choose the seat count, and complete checkout. The purchasing account becomes a billing owner; only assigned, active seats receive Studio and Pro capabilities.

Inviting Members

  1. Open Dashboard → Studio workspace.
  2. Choose Invite member, enter their email address, and assign a role.
  3. They receive an invitation email with a link to accept.
  4. Once accepted, they can sign in with their Avori account (Google, GitHub, or email) and the Studio features activate.
Note: Studio model funding follows the workspace policy selected by an organization admin. Members see the allowed funding path without receiving raw organization keys or billing controls.

Workspace Administration

In Dashboard → Studio workspace, authorized owners and admins can review:

Organization-key privacy: keys are validated and sent directly from your browser to Avori's AWS secret broker. Vercel and Supabase receive only redacted status metadata. Members can use allowed models and see whether a provider is configured, but cannot view key fingerprints or key-management controls.

Security & Privacy

Data Handling

Key commitment: Avori is local-first by default, cloud workspaces are used only when you enable the corresponding Pro or Studio feature, and your content is not used for training.

When you submit a prompt:

  1. Avori prepares the prompt and any context you chose to include.
  2. The request is transmitted over TLS and Avori authorizes the selected account, project, model, and funding source.
  3. Avori generates the response through the configured model path. With a personal key selected, the matching provider bills you directly and Avori does not debit your balance.
  4. The response is returned to Hub and displayed in your editor.
  5. Ordinary Core requests do not create an Avori cloud project workspace. Any enabled cloud continuity or Cloud Loop storage follows the disclosed workspace and retention controls.

Local-First Design

Avori Core keeps project indexing, editor integration, Local Loops, and local project memory on your machine. Model requests transmit the prompt and context you choose to the selected provider path over TLS.

Avori Pro can synchronize encrypted history and context across trusted devices. A Cloud Loop uses an isolated Avori cloud workspace so it can continue while your computer and editor are off. Cloud execution is opt-in, is not used for training, and follows the published processing, export, and retention controls.

Private Error Reporting

When automatic error reporting is enabled, Avori sends a bounded technical report after an Avori component fails. The report contains the Avori and operating-system versions, the failing Avori component, an error class and code, sanitized stack-frame names, and limited correlation details. It does not contain prompts, chats, project files or snippets, GDD content, API keys, credentials, payment details, balances, or absolute file paths.

Each accepted incident receives an AVORI-… reference. Repeated copies are grouped, reports wait privately on the device when offline, and delivery retries after sign-in. Open Settings → Account → Support to see the latest reference, turn automatic reporting off, delete unsent automatic reports, preview a manual report, or describe a problem yourself. Manual descriptions are scrubbed for recognizable secrets and private paths before delivery.

Real Avori Settings screen showing private automatic error reporting and manual support controls
The real Support settings let you review the disclosure, turn automatic reporting on or off, preview fields, and send a manual report. Open the step-by-step view.

For the full security picture, see our Security page.

Package Compatibility

Avori is designed to work alongside the most common third-party packages and plugins for each engine. The table below reflects packages that have been tested and confirmed to work without conflicts. If you encounter an issue with a package not listed here, open a ticket at support@avorihq.com.

Unity Packages

The Avori Unity plugin is distributed via UPM (Unity Package Manager) and operates entirely inside the Editor namespace. It does not modify any runtime assemblies, which means it coexists with runtime packages without interference.

Package Status Notes
Photon PUN / Fusion ✓ Compatible No assembly conflicts. Avori can reference Photon scripts via @mention for context-aware multiplayer assistance.
Odin Inspector & Serializer ✓ Compatible Odin's custom drawer system does not affect the Avori Editor window. [OdinSerialize] attributes are preserved when Avori writes files.
Newtonsoft Json.NET (JSONConverter) ✓ Compatible Avori uses the Hub (Python) for its own JSON needs and does not add a competing JSON assembly to the Unity project.
Unity Serialization / SerializeReference ✓ Compatible Avori's file-write system performs plain text operations and does not deserialize Unity assets, so [SerializeReference] hierarchies are unaffected.
Hot Reload for Unity ⚠ Partial Hot Reload patches assemblies in-memory. When Avori writes a file, Hot Reload will re-patch automatically. If an in-flight Avori response is interrupted by a Hot Reload patch, Avori will restore the pending prompt and display a warning — simply resend.
TextMeshPro ✓ Compatible No conflicts. Avori is TMP-aware and will generate TMP_Text references when asked about UI.
Unity Input System ✓ Compatible Avori detects whether the new Input System package is present via your project's architecture map and generates the correct InputAction / PlayerInput code.

Godot Add-ons

The Avori Godot plugin runs entirely as an @tool script in the editor and has no impact on exported builds.

Add-on Status Notes
Nakama (Heroic Labs) ✓ Compatible No conflicts. @mention Nakama scripts for context-aware online feature help.
Phantom Camera ✓ Compatible Works alongside Avori without conflicts.
GodotSteam ✓ Compatible GodotSteam replaces the engine binary. Avori's plugin targets only the editor API and is unaffected.
Dialogic ✓ Compatible Avori can read and generate Dialogic timeline scripts via @mention.

Unreal Engine Plugins

The Avori Unreal plugin is a standard Editor-only module (Type: "Editor" in .uplugin). It is excluded from shipping builds automatically.

Plugin Status Notes
Gameplay Ability System (GAS) ✓ Compatible No conflicts. Avori is GAS-aware and generates correct UGameplayAbility / UAttributeSet boilerplate when asked.
Advanced Locomotion System (ALS) ✓ Compatible ALS is Blueprint-heavy. Use @mention on ALS C++ headers for context-aware assistance.
Playfab / Photon Quantum ✓ Compatible Backend SDK modules are runtime-only and do not interact with the Avori editor module.
MetaHuman ✓ Compatible MetaHuman assets are data-only. No conflicts.
Rider / UnrealLink ✓ Compatible Avori and UnrealLink both operate as separate editor modules. Running both simultaneously is supported.

Troubleshooting

Hub Not Connecting

If your editor plugin shows "Cannot connect to Avori":

Plugin Not Loading

If an editor plugin was not auto-installed:

Avori Balance Not Updating

If your Avori balance does not reflect a recent deposit: