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Manage Models in the Editor

Both the Unity and Unreal plugins include an editor-only Model Manager window for working with the server's model catalog without writing any wire code: browse every model the server knows about, download and load them, free disk space, and mark which models ship in your packaged build.

It is a graphical front end over the model-management wire protocol (ListModels, DownloadModel, LoadModel / UnloadModel, DeleteModel). The catalog itself is defined server-side in models.json.

Prerequisites

  • The Tryll plugin installed (see First Inference in Unity / Unreal).
  • A TryllRuntimeSettings asset (Unity) or configured plugin settings (Unreal). The window launches the bundled server automatically, the same way the Chat Window does.

Step 1 — open the window

Window → Tryll → Model Manager

The window opens with the title Tryll Models and connects to the server automatically.

Tools → Tryll → Tryll Model Manager

Opens as a dockable tab (Tryll Model Manager) and connects on open.

The layout is the same in both engines: a filters column on the left, the model list in the middle, and a properties + actions panel on the right.

Step 2 — find a model

Use the left column to narrow the list:

Filter Values
Search Match by model name or HuggingFace repo.
Model type Language, Embedding, STT, TTS, VAD.
Engine llama-cpp, sherpa-onnx.
Status Absent, Downloaded, Local, Loaded, Downloading.
Registration Production, Experimental, Not registered.

The left column also totals how many models are registered for the build and the on-disk / shipped size, so you can see your build's model footprint at a glance. Select a row to populate the properties panel on the right.

Step 3 — download, load, unload, delete

Select a model, then use the action buttons in the properties panel:

Action Effect Wire call
Download Fetch the model's files from HuggingFace; a progress bar tracks bytes. DownloadModel
Load Pin a language / embedding / STT / TTS model into server memory so the first turn has no load latency. VAD cannot be pinned (catalog/download only). LoadModel
Unload Unpin a loaded managed model (freed once no agent still uses it). UnloadModel
Delete files Remove the downloaded files from disk. DeleteModel

A toolbar Download all action fetches every still-absent model in the current filtered list. See Model Management → Lifecycle for the load/unload rules (you usually do not need to Load manually — an agent loads its model on demand at CreateAgent).

Step 4 — register models for your build

Each model can be tagged with a build registration tier, in the properties panel:

Tier Meaning
Production Shipped in your packaged build.
Experimental Available in the editor; stripped from packaged builds.
Not registered Not part of the build at all.

Registrations are stored in your project, not on the server:

Persisted to a TryllModelManifest asset (Assets/Tryll/TryllModelManifest.asset).

Persisted to DefaultGame.ini via the Tryll Model Manifest developer settings.

Step 5 — pick registered models on nodes

Model-name fields elsewhere in the editor read this manifest. A Generate node's model, GenerateAndSpeak's TTS model, and the Voice Input component's STT model all show a dropdown filtered to registered models of the right kind, with a tier badge next to each. A name you set that is not registered still displays — it is never silently dropped — but it will not ship unless you register it Production.

This is the editor side of the (tryll_model) schema attribute; see Model Management → Build registration.

Common problems

The list is empty / "Connecting…" never resolves
The server did not start or did not bind port 9100. Check the Unity Console or Unreal Output Log for [Tryll Server] lines, as in the Chat Window troubleshooting.
A model shows Absent and Download is disabled
The catalog entry has no huggingface_repo, so it cannot be fetched over the wire — it must be supplied on disk. See Use Your Own Local Model.
A registered model is missing from a build
Only Production models ship. Experimental and unregistered models are excluded from packaged builds by design.