Note
Project Scaffolding: This repository currently serves as the foundational scaffolding and architectural core. It is intended for full operational use once the accompanying UnityVibeBridge and BlenderVibeBridge applications are fully finalized.
VibeSync is a live bridge that synchronizes Blender and Unity scenes automatically, safely, and in real time.
Unlike traditional exporters, VibeSync enforces atomic, crash-safe sync across both engines—ensuring your data is never corrupted.
Tip
TL;DR: Move objects in Blender → VibeSync safely updates Unity in real-time → Automatic rollback if anything breaks.
Warning
Experimental Status (v0.4): This project is currently in active research and development. APIs and protocols are subject to breaking changes.
- Instant Sync: Move an object in Blender, and it moves in Unity instantly.
- Material Harmony: Change a color in Blender, see it update in Unity immediately.
- Safety First: Automatic rollbacks protect your project from crashes or errors.
- Governed Control Plane: Zero-trust architecture using a hardened Go Orchestrator.
- 5-Agent Studio Model: Distributed pipelining between Strategists (Foremen) and Coders (Operators).
- Atomic Transactions: Formal intent-to-state pipeline with binary-level hash verification.
- Extensible ISA: Numbered toolset for deterministic AI and CLI-driven scene orchestration.
VibeSync uses a multi-agent "Mailbox" system to eliminate context poisoning and maximize speed.
- Start Orchestrator:
cd mcp-server && go run main.go contract.go - Spawn Workers: (In separate terminal tabs)
python3 scripts/reflex_worker.py Foreman blender python3 scripts/reflex_worker.py Operator blender python3 scripts/reflex_worker.py Foreman unity python3 scripts/reflex_worker.py Operator unity
- Conduct: Use your main Gemini CLI instance to issue high-level commands.
sequenceDiagram
participant B as 🧊 Blender (Artist)
participant O as 🧠 VibeSync (Brain)
participant U as 🎮 Unity (Engine)
B->>O: "I moved the Crate to [1, 0, 5]"
O->>O: Check if move is safe & valid
O->>U: "Update Crate position"
U-->>O: "Success! Crate moved."
O-->>B: "Sync Complete ✅"
VibeSync uses a multi-layered proof system to ensure total deterministic alignment.
graph TD
subgraph AI[Reasoning Layer]
A[Agent Alpha]
end
subgraph Orchestrator[Control Plane]
WAL[WAL Proof Chain]
EB[Entropy Budget]
FF[Force-Fed Context]
end
subgraph Engines[Execution Layer]
U[Unity Adapter]
B[Blender Adapter]
end
A -- "1. Intent + Rationale" --> EB
EB -- "2. Audit & Sign" --> WAL
WAL -- "3. Mutation" --> U & B
U & B -- "4. State Hash" --> WAL
WAL -- "5. Forensic Report" --> FF
FF -- "6. Verified Truth" --> A
style WAL fill:#f9f,stroke:#333,stroke-width:2px
style EB fill:#ff9,stroke:#333
style FF fill:#9f9,stroke:#333
- Install Prerequisites: Ensure you have Go 1.24+, Python 3.10+, Unity 2022.3+, Blender 3.6+, and Git LFS.
- Initialize LFS:
git lfs install - Configure Git Logging:
git config --global user.name "Your Name" git config --global user.email "[email protected]"
- Start Orchestrator:
cd mcp-server && go run main.go contract.go
- Connect Adapters: Follow the Handshake Guide to install and launch the Unity and Blender plugins.
- Sync Test: Use the AI or CLI to run
handshake_initfollowed bysync_transformto verify the connection.
Important
If you’re new to AI-assisted Blender/Unity workflows, don’t worry. We’ve created a Complete Beginner’s Manual that explains everything step by step, from setup to safe usage.
👉 Beginner’s Manuals & Safety Guides
Scenario: You are modeling a prop in Blender and want to see it update live in your Unity scene without manual re-exporting.
- Select the object in Blender (e.g.,
Prop_Crate). - Issue a sync command (via AI or MCP):
{ "tool": "sync_transform", "args": { "object_id": "Prop_Crate", "position": [1.0, 0.0, 2.5] } } - Verify: The Orchestrator calculates the delta, validates the numerical safety, and pushes the update to Unity. If Unity crashes or the object is locked, the Orchestrator rollbacks the state and journals the failure.
VibeSync turns the "export/import" nightmare into a deterministic state flow.
- Mirror Transforms: Real-time delta-sync for position, rotation, and scale.
- Sync Materials: Push property changes (Color, Roughness, Metallic) instantly.
- Atomic Mesh Transfer: Full mesh updates with binary-level hash verification.
- Coordinated Camera/Selection: Frame views and select objects across both engines.
VibeSync follows a guest doctrine of intentional limitation.
- Not a File Exporter: It doesn't just write FBX files; it manages live engine state.
- Not a Pipeline Replacement: It augments your existing workflow; it doesn't replace your asset source of truth.
- Not a Magic Button: It is a governed control plane that requires both engines to be in a valid handshake state.
See the Non-Goals & Doctrine for our core philosophical boundaries.
VibeSync is built on a foundation of distributed systems rigor and zero-trust security.
- 🏛️ System Design & Architecture: Deep dive into the "Brain and Limbs" model.
- 🛡️ Security Governance: Details on "The Iron Box," HMAC signing, and AST auditing.
- 🧠 AI Safety Protocol: How we prevent AI psychosis and ensure adversarial robustness.
- 🤖 AI Workflow Instructions: Pain-point focused procedural rules for AI bridge operators.
- 🤖 Multi-Agent Architecture: The "Tri-Silo" model for high-scale isolated automation.
- ⚖️ Absolute Invariance Contract: Mechanical, Contextual, and Semantic safety locks.
- ⚖️ Second-Order Invariants: Production-scale axioms for load, latency, and scale.
- ⚖️ Human Governance Policy: The "Fourth Order" of invariance and override protocols.
- 📜 Bridge Contract: Absolute authority boundaries and operational guarantees.
- ⚖️ Formal Guarantees: The "Rules of Reality" and causality logic.
- 🔄 Master Procedural Flow: The strict, step-by-step lifecycle for deterministic syncing.
- ❄️ Freeze-Proof Guide: Critical technical patterns to prevent engine deadlocks and hangs.
For a complete matrix of implemented and planned capabilities, including technical status and development status: VibeSync Feature Matrix & Status (FEATURES.md)
graph LR
v03[<b>v0.3: The Spine</b><br/>Handshake, Transforms,<br/>Materials, Atomic Assets]
v04[<b>v0.4: Observability</b><br/>Deep Audit, AI Shaders,<br/>Metrics Engine]
v05[<b>v0.5+: Mastery</b><br/>AI Retopology, Physics Bake,<br/>Conflict Resolution]
v03 --> v04 --> v05
style v03 fill:#d4edda,stroke:#28a745
style v04 fill:#fff3cd,stroke:#ffc107
style v05 fill:#f8d7da,stroke:#dc3545
View Tool Reference Primitives
This repository is a Governed Creation Kernel. To avoid mechanical rejection or desync, all AI agents MUST:
- Check for Local Orders: Before acting in a subdirectory (e.g.,
mcp-server/,unity-bridge/), read the local.geminiorREADME.md. Local rules SUPERSEDE root rules. - Run Pre-flight: Use
python3 scripts/preflight.pyif the bridge is unresponsive. - State-Linked Commits: When using
commit_atomic_operation, you must provide the latestwal_hashfromget_bridge_wal_stateas theProofOfWork. - Zero-Trust Verify: Never assume a mutation succeeded. Always call
verify_engine_stateafter a change.
handshake_init: Establishes trust and rotates session tokens.decommission_bridge: Broadcasts an emergency hierarchy lock to all connected engines.adversarial_preflight: (Python script) Resolves zombie processes and port conflicts before boot.emit_diag_bundle: Generates a ZIP of WAL, events, and state for diagnostics.get_operation_journal: Returns the Write-Ahead Log (WAL) telemetry.
sync_asset_atomic: Full validated transfer via hidden.vibesync/tmpsandbox.sync_transform: Lightweight, delta-based transform synchronization.sync_material: Real-time property propagation (Color/Roughness/Metallic).lock_object: Hierarchy-aware locking to prevent concurrent edit conflicts.validate_precision: Enforces strict>0.0001delta thresholds to eliminate float drift.
- unityvibebridge – The standalone Unity adapter and kernel for AI-driven editor orchestration.
- BlenderVibeBridge – The standalone Blender adapter and MCP server for creative automation.
New to VibeSync or AI-assisted creative workflows? Start here:
- AI for Humans: The Beginner's Manual – Essential reading on AI psychosis, cognition gaps, and how to work safely with AI co-pilots.
- Blender Beginner's Manual – Step-by-step setup and basic commands specifically for Blender artists.
- For Hiring Managers: Engineering Audit – A deep dive into the architectural decisions, security invariants, and systems engineering for recruiters and technical leads.
We welcome contributions that adhere to our Zero-Trust philosophy. Please read the Contributing Guide for language standards, testing requirements, and our "Gauntlet" PR review process.
Free for non-commercial use. Pursuant to Section 13, networked modifications must provide source access.
Requires Maintenance Contributions or a License Fee for revenue-generating entities.
- NO WARRANTY: Software provided "AS IS." The Author is NOT liable for project corruption, data loss, or "vibe" degradation in Unity or Blender.
- HUMAN-IN-THE-LOOP: All mutations are "Proposed" until validated. THE USER ACCEPTS FULL RESPONSIBILITY FOR ANY DATA MUTATION EXECUTED.
Created by the Vibe Bridge Team.