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Test an Agent in the Editor

Both the Unity and Unreal plugins include an editor-only Chat Window that lets you send messages to an agent and watch replies stream back — without entering Play mode or launching a game.

Prerequisites

  • The Tryll plugin installed in your project. If not, see First Inference in Unity or First Inference in Unreal.
  • A workflow asset (Unreal) or a TryllAgentComponent already placed in an open scene (Unity).
  • Editor Server Exe Path set in Project Settings (Step 1). If you prefer to run the server manually, skip Step 1 and start the server before clicking Start.

Step 1 — set the server path

  1. Open Edit → Project Settings → Tryll Client.
  2. Set Editor Server Exe Path to your built tryll_server.exe, e.g.:

    ../server/build/server/Debug/tryll_server.exe
    

Relative paths resolve against the Unity project root. The Chat Window reads this path each time you click Start.

  1. Open Edit → Project Settings → Plugins → Tryll Client.
  2. Set Editor Server Exe Path to your built tryll_server.exe, e.g.:

    ../server/build/server/Debug/tryll_server.exe
    

Relative paths resolve against the Unreal project directory. Settings are loaded automatically — you do not need to reference them inside the panel.

Step 2 — open the Chat Window

Window → Tryll → Chat

The window docks like any Unity editor panel. Check the two fields in the configuration area at the top:

Field What to assign
Tryll Settings Your TryllRuntimeSettings asset. Auto-found if one exists anywhere in the project or in Resources/.
Agent Component A TryllAgentComponent from an open scene.

Tryll Chat Window in Unity
Chat Window after a session is running — status shows Ready.

Window → Tryll → Tryll Chat

The panel opens as a nomadic dockable tab. Assign one field in the configuration area:

Field What to assign
Workflow Asset A UTryllWorkflowAsset from the Content Browser.

The settings path is shown as a reminder label; no manual assignment is needed.

Tryll Chat Window in Unreal
Chat Window after a session is running — status shows Ready.

Step 3 — start the session

Click Start. The status label steps through:

Status What is happening
Launching server… Spawning tryll_server.exe
Connecting… Opening TCP connection to 127.0.0.1:9100
Configuring session… Sending ConfigureSession to the server
Creating agent… Sending CreateAgent with your workflow graph
Ready Agent is live — input is enabled

If the status turns red, see Common problems below.

Step 4 — chat

Type a message and press Enter or click Send. Replies stream into the chat area token by token. The assistant name shown in each bubble comes from the TryllAgentComponent's GameObject name (Unity) or the workflow asset name (Unreal).

Enable Log Turn Diagnostics before clicking Start to print per-turn debug_info JSON to the Unity Console or Unreal Output Log after each reply.

Step 5 — stop the session

Click Stop. The window destroys the agent, disconnects the client, and terminates the server process it launched.

Server stops when the window closes

Closing the Chat Window while a session is running calls Stop automatically. Any in-flight request is abandoned.

Common problems

"Assign a TryllRuntimeSettings asset" / "No TryllRuntimeSettings available"
Unity only. The auto-search found nothing. Drag your TryllRuntimeSettings asset into the Tryll Settings slot manually.
"Assign a TryllAgentComponent from the scene"
Unity only. The Agent Component slot is empty. Open the scene that contains your agent and drag the component into the slot.
"Assign a workflow asset"
Unreal only. The Workflow Asset picker is empty. Select a UTryllWorkflowAsset from the Content Browser.
"Failed to launch server" / "Server launch failed: …"
EditorServerExePath is empty, points to a non-existent file, or the binary cannot be executed. Verify the path in Project Settings.
Stuck at "Connecting…"
The server launched but did not bind port 9100 in time, or another process holds that port. Check the Unity Console or the Unreal Output Log ([Tryll Server] … lines) for server-side errors.
"Model not found" during CreateAgent
The model referenced in your workflow's Generate node is not in the server's models.json. Enable Allow Auto Model Downloading in Project Settings, or add the model manually — see Use Your Own Local Model.