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What agents are good for here

Grounded in what the platform actually provides, and what mechanism makes each one work.


Working together on one canvas

A space is one live world shared by everyone in it, so an assistant editing over MCP is just another participant. Its changes appear in your editor as they happen, and land in the edit history like anyone else's.

That makes a workshop practical: a room full of people, one scene, and an assistant doing the typing.

You sayIt does
"Put a table here and four chairs around it"builds it while everyone watches
"Make the chairs the same blue as the logo"finds the colour and applies it across all four
"Undo the last three things"or you undo them yourself — same history
Keep the editor open while it works

The value is not that it builds unattended — it is that you see each change land and can say "no, smaller" immediately, rather than reviewing a finished thing you did not want.

Running the session itself

Plugins have a project room: shared state everyone in the project sees, with the server's clock and a record of who wrote what. It is meant for the meeting rather than the document — nothing there is published or undoable.

That is enough to build real facilitation, and the shipped examples do exactly that:

Example pluginDoes
Session timera countdown everyone sees, on the viewport overlay
Session votingpolls with one vote per person, counted with the author check

An assistant can drive these the same way a person can — start a timeboxed round, open a vote on two options, read the result, and carry on building with the winner.

Why the server clock matters

Two laptops can disagree about the time by minutes. Shared deadlines are stored as an absolute server time and each screen counts down itself — so "4:12 left" means the same thing to everybody in the room.

Building a game with you

The division that works: you decide how it should feel, the assistant does the assembly.

It is good atYou stay in charge of
scaffolding the scene, spawning the objectshow it should look
wiring the same event onto twenty thingswhether the idea is fun
writing the script you could write but would rather notdifficulty and pacing
converting an event into a patch when it outgrows onewhen to stop adding things

Because events, patches and scripts share one trigger vocabulary, an assistant can start simple and upgrade in place — an on-click event today becomes a patch with a condition tomorrow and a script when it needs real logic, without anything being rebuilt.

Turning a brief into an AR scene

"A poster that shows the product spinning above it when you point a phone at it" is a complete specification here: a scene, an image anchor with the printed size, a model, a rotation.

An assistant can set all of that up, and the parts it cannot judge are the ones worth your attention anyway — whether the artwork tracks well, whether the size reads right in the room.

Turning designs into experiences

With a Figma account connected, a frame becomes either a 3D layout or an interface card, with sizes, colours and text intact. An assistant can take the link, do the import, and then wire the buttons to scene steps — the tedious half of "make the design do something".

Figma and Sketchfab

The work nobody wants to do by hand

This is where an assistant pays for itself fastest:

  • build forty objects from a list and lay them out on a grid;
  • rename everything consistently so scripts can find things;
  • point every material at a new texture after an art change;
  • generate a scene per product in a catalogue;
  • produce the same experience in five languages.

Auditing before you publish

The platform ships debugging plugins that look for exactly the things that go wrong quietly, and an assistant can run the same checks:

CheckCatches
Scene doctorobjects outside the scene, broken parents, hierarchy loops, zero scale, NaN in a transform, references to deleted resources
Resource usagewhere each resource is used, and which are used by nothing
World inspectorthe entity tree and what each component actually holds

Add the everyday mistakes an assistant can spot by reading the scene: a model with no collider that is meant to be solid, a trigger handled in both an event and a script, a state left selected, an animation driven by two mechanisms at once.

Explaining the platform to a newcomer

A model that has read the brief can answer "how do I make this button open the next scene" with the actual panel names and the actual step — which is usually faster than finding it in the documentation.

Multiplayer experiences

The runtime has rooms, shared state and synchronised physics. An assistant can build the scaffolding (who owns what, what replicates, how remote players are drawn) which is the part people get wrong most often.

Multiplayer

Generating projects from data

Plugins can create scenes and spaces through the editor's own functions, and mark what they made with tags so they can find it again. That makes an assistant a reasonable way to turn a spreadsheet of products, a folder of photographs or a list of locations into a finished project — and to update it when the data changes.

The shipped photo revival example does a version of this: a batch of images paired by filename, assembled into AR scenes.


Where a human still has to decide

Being honest about the limits saves disappointment:

  • whether it works in the room it will live in — lighting, marker size, how far people stand;
  • whether it is enjoyable — no model can tell you the puzzle is boring;
  • what to cut — assistants add;
  • anything with consequences — publishing, spending, sharing.

Next: The assistant's skills