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Project Knowledge Graph

When you open a Unity project, ArcaneIDE automatically builds a knowledge graph — a structured database of every entity in your project and how they relate to each other. This is what gives the AI deep, accurate answers instead of guesses.

File typeWhat’s extracted
.csClasses, methods, fields, inheritance, interfaces
.unity / .prefabGameObjects, component types, serialized field values
.controllerAnimation states, transitions, parameters
.inputactionsAction maps, bindings, control schemes
.asmdefAssembly definitions and references
.metaGUID ↔ asset path mappings

A status indicator in the bottom bar shows the current state:

  • Indexing… — First-time scan in progress
  • Complete — Graph is up to date
  • Error — Something failed (check the Output panel for details)

For large projects, the initial index can take a minute or two. Subsequent project opens are incremental — only changed files are re-processed.

If you suspect the index is stale (e.g., after a large merge or an external tool modified many files), you can force a full rebuild:

  1. Open the Command Palette (Cmd+Shift+P / Ctrl+Shift+P)
  2. Search for “Arcane: Reindex Project”
  3. The index is wiped and rebuilt from scratch

The AI can query the knowledge graph through dedicated tools:

  • projectOverview — High-level stats: script count, scene count, component usage
  • searchProject — Find entities by name, or by semantic meaning (e.g. “scripts that handle enemy damage”)
  • queryRelationships — Trace inheritance chains, find which scenes use a prefab, see what components a GameObject has
  • inspectEntity — Deep dive into a single class, scene, or asset with all its cross-references
  • resolveGuid — Convert a GUID to an asset path or vice versa

You don’t need to manually invoke these — the AI calls them automatically when answering questions about your project.