Getting Started
Install Avori, sign in, choose how you want to begin, and make one small result you can verify.
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.
- Run the installer and follow the prompts.
- Launch Avori — it will appear in your system tray.
- Sign in when prompted (Google, GitHub, or email) to activate your account.
- Choose Build inside Avori, Start a new game in an engine, or Connect an existing project.
Choose Your Starting Path
- Build inside Avori: start from an ordinary-language idea, review a bounded first-playable design, then play and revise the result in Avori. Open the tutorial.
- Start a new game in an engine: choose an installed Unity, Godot, or Unreal editor, review the location and starting scope, then approve project creation. Choose an engine tutorial.
- Connect an existing project: select your current game, confirm when context is live and supported actions are ready, then ask a safe question before requesting changes. Choose a connection tutorial.
Open the written starting-path guide. It includes the reviewed silent walkthrough captured from the installed Avori experience.
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 5.7 on Windows | Currently verified in UE 5.7 on Windows. Requires a C++ project (Blueprint-only projects must add a C++ class first to compile the plugin). Other Unreal versions are not currently qualified. |
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. |
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:
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.
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.
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.
- Questions and planning stay ordinary chat messages and do not change the project.
- Project changes appear as reviewed actions in the conversation. Check the proposed work, then approve or reject it.
- Play Mode safety blocks scene-changing actions while the Unity scene is running.
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.
- Describe the finished result and completion condition in chat.
- Review the compact Start a Loop? card, including the selected project and whether it runs on this computer or continues in the cloud.
- Start the Loop. Avori shows progress in chat and asks for approval before project-changing actions.
- Use the chat-native pause, resume, or stop controls whenever you need them.
- The Loop completes only after its goal is verified, a real blocker is reached, or a configured limit is hit.
Unity Cloud Loops: setup without surprise charges
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.
- Prepare source control. Connect the Unity project to a GitHub repository available to both Avori and Unity Build Automation. Confirm that
ProjectSettings/ProjectVersion.txtexists and that generated folders such asLibrary,Temp,Logs, andBuildsare 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. - 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. - 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.
- 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.
- 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.
- 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.
- 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.
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. Scene edits are registered with Unity's Undo system, and every approved Loop step is checkpointed before it runs, so Avori's rollback restores the scene and any files the step changed.
| Category | Actions |
|---|---|
| GameObjects | Create primitives, empty objects, prefab instances, lights, and cameras; 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 (for example Rigidbody, Collider, AudioSource, or Animator); set component fields and wire references between components |
| Transform | Set position, rotation, scale; parent objects in the hierarchy; set tag and layer |
| 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.
- Click the 👁 button in the input bar to capture the current Scene View and attach it to your next message.
- Click 📷 to attach any image from disk — useful for reference screenshots or mockups.
- After Avori executes scene actions, the panel automatically captures and attaches the result so Avori can verify its own work.
@ 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.
- Click @ in the input bar, or type
@in the text field. - A fuzzy-search dropdown appears. Type any part of the filename.
- 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:
- Choose an existing project or add a project folder
- Start a new conversation without losing prior project history
- Pin, rename, archive, or remove local project and conversation entries
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:
GameObject.Find()orGetComponent<>()called insideUpdate— should be cached inAwakeorStart- Transform position set in
UpdatewithoutTime.deltaTime— frame-rate dependent movement Resources.Load()— prevents asset bundle optimisation; prefer direct references- Array allocations in hot paths — GC spike risk
Debug.Log()left in production code
GDD Workspace
Use the GDD button in the top bar to open the active project's design-document workspace.
- Attach an existing PDF, DOCX, Markdown, or text design document.
- Create or update the active project's structured GDD from chat.
- Review GDD synchronization suggestions before accepting document changes.
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:
- Select the project, then click GDD in Avori's top bar.
- Select your GDD file (PDF, DOCX, or plain text supported).
- Avori indexes the document. This takes a few seconds.
- 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.
The Avori Dock
Once enabled, the Avori dock appears in the editor. From here you can:
- Type prompts and get responses in the chat area
- Use Attach current script to automatically include the active GDScript or C# file
- Choose Auto or a specific model from the shared model picker
- Review the active model-funding source without a per-response balance counter
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.
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:
- Type prompts and get context-aware responses referencing your project's C++ and Blueprint code
- Attach the active file so Avori can explain it or propose a reviewed change
- Choose Auto or a specific model for complex Gameplay Ability System or animation questions
- Review the active model-funding source without a per-response balance counter
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.
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.
Browser Avori
Browser Avori lets Avori Pro and Studio members keep building from another device, even when the computer with their engine is not with them. Open Avori in your browser, choose a GitHub repository you have authorized, describe the outcome you want, and Avori works on the project's source in the cloud. When you are back at your development computer, continue the same work in desktop Avori and verify it in Unity, Godot, or Unreal. The step-by-step guide is Use Avori from your browser.
Connect a repository
- Only repositories you choose. Browser Avori uses the Avori AI GitHub App. You install it on the specific repositories you want Avori to work on; Avori cannot see or change repositories you did not authorize.
- Pick the project folder. After you sign in with GitHub, choose the repository and the folder that holds your game project, then tell Avori which engine the project uses (Unity, Godot, Unreal, or no engine for source-only work).
- Give Avori your project rules. Add or review your game design document and project rules. Avori treats your decisions and rules as binding for the work you ask for.
Ask, review, and approve
- Describe an outcome. Write what you want the project to do, for example "add a double jump with a short cooldown to the player controller". Avori shows its progress while it works.
- Approve what matters. If Avori needs to delete or move files, or needs a decision from you, it pauses and shows exactly what it proposes. Approve only what you intend, add an instruction, or stop the task.
- Stop and resume. You can stop a task at any time. A stopped task stays stopped until you choose to resume it.
Your work arrives on its own branch
Avori commits browser work only to its own avori/ branch in your repository, and it shows you the
branch, the commit, and the files it changed. Your default branch is not changed automatically.
You decide when, and whether, to merge the work.
Continue on your desktop
Browser Avori edits source; it does not open your Unity, Godot, or Unreal editor. Compiling, importing, running, and playtesting happen on your development computer, in the engine, through desktop Avori. When a task finishes, choose Continue on desktop (or Bring into my desktop project):
- Desktop online: desktop Avori fetches the
avori/branch into your local checkout of the same repository. Open the project in your engine to finish verification. - Desktop offline: the request waits. Desktop Avori picks it up the next time it starts and you are signed in. The page also shows the git commands if you prefer to fetch the branch yourself.
- Uncommitted local changes: desktop Avori will not switch branches over unsaved work. It stops and tells you, so nothing is overwritten. Commit or stash your changes, then continue the task again.
Until you complete that check in your engine, the browser shows the work as not yet verified in your engine. Source changes in the cloud are not the same as a successful build or playtest.
Who can use it, and how model usage is paid
Browser Avori is included with Avori Pro and Studio. Pro or Studio covers the browser and cloud capability; model usage is separate and uses the funding you select, such as Personal BYOK on Pro, approved organization keys on Studio, or Avori Balance. Opening Browser Avori, connecting GitHub, and viewing progress do not use model funds.
On Core, including while you use trial credits, you can still open /app to see what Browser Avori does, but starting browser work requires Pro. Everything else keeps working in desktop Avori: download Avori for Windows or compare plans.
Account & Billing
How Model Funding Works
Avori resolves one explicit funding source before every model request. Software access and model usage are separate:
- Trial credits: start with 30 one-time trial credits; no card and no reset. Trial credits pay for AI work. A simple request may use one credit, while images and multi-step work may use more. Credits pay for the AI work Avori runs.
- Avori Balance: continue with prepaid Avori Balance for supported Avori-hosted models. It is a closed-loop balance, reserved before dispatch and settled from normalized provider usage at the displayed price version. It is never charged automatically unless you turn on auto-reload.
- Personal BYOK (Pro): Pro adds Personal BYOK access for OpenAI, Anthropic, Google, or Moonshot/Kimi keys. Your provider bills Personal BYOK usage directly, and Avori never debits Avori Balance for a BYOK request.
- Kimi through Avori: On Pro you can use a supported Kimi model with your own Moonshot key, or explicitly select Avori Balance for an approved managed Kimi model. Kimi models do not use trial credits.
- Studio funding: Studio includes team administration and organization funding controls. Model usage is funded through approved organization keys or organization Avori Balance; members never receive raw organization keys.
- Local models: no provider or Avori usage charge.
Avori never changes payers automatically. If your trial credits or Avori Balance run out, Avori pauses and shows an Add Avori Balance button. Nothing is lost and work continues once funded.
Plans & Upgrades
To change your plan, open Dashboard billing. Core is available without a software subscription. Pro adds Browser Avori, cloud continuity including Cloud Loops, and Personal BYOK access. Your provider bills Personal BYOK usage directly. Avori-hosted model usage is funded separately through Avori Balance. Studio includes team administration and organization funding controls, 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:
- Avori → Settings → Billing Details
- Your Dashboard → Billing
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 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
- Open Dashboard → Studio workspace.
- Choose Invite member, enter their email address, and assign a role.
- They receive an invitation email with a link to accept.
- Once accepted, they can sign in with their Avori account (Google, GitHub, or email) and the Studio features activate.
Workspace Administration
In Dashboard → Studio workspace, authorized owners and admins can review:
- Email address
- Role (Owner / Member)
- Purchased, assigned, reserved, and available seats
- Organization wallet history and policy-safe funding state
- Anthropic, Google, and OpenAI organization-key status; owners and admins can save, rotate, or revoke keys when secure key management is active
Security & Privacy
Data Handling
When you submit a prompt:
- Avori prepares the prompt and any context you chose to include.
- The request is transmitted over TLS and Avori authorizes the selected account, project, model, and funding source.
- 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.
- The response is returned to Hub and displayed in your editor.
- 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.
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":
- Make sure Avori is running in your system tray.
- Restart Avori, then reopen your engine or IDE.
- Check that Windows Firewall is not blocking Avori local connections.
- If it still cannot connect, open Avori → Settings → Account → Support. Copy the latest
AVORI-…reference if Avori already reported the failure, or describe the problem and send a manual report.
Plugin Not Loading
If an editor plugin was not auto-installed:
- Restart Avori, then reopen the editor.
- Confirm the project has been opened at least once on this PC so Avori can detect it.
- For Unreal, open the actual
.uprojectfile so Avori can identify the project. - If the plugin still does not appear, open Avori → Settings → Account → Support. Copy the latest
AVORI-…reference if Avori already reported the failure, or describe the problem and send a manual report.
Avori Balance Not Updating
If your Avori balance does not reflect a recent deposit:
- Wait up to 60 seconds — the Stripe webhook may take a moment to process.
- Refresh Dashboard → Model funding and review the wallet history entry.
- If the issue persists after 5 minutes, contact support@avorihq.com with your receipt.