Available Free | Standalone provider layer | Reusable across tools

AI Providers for Unity documentation.

Product-specific documentation for the reusable provider connectivity layer behind Beka Forge AI-enabled tools. It covers provider assets, request transport, local key handling, runtime/editor request paths, and the public API core.

What this product owns

AI Providers owns provider assets, request DTOs, request execution, local project-scoped key lookup, timeout/retry behavior, and provider-specific response extraction. It does not own graph authoring workflows.

5Built-in provider families
2Request modes: blocking + coroutine
0Dependencies on DGS or AI Extension

Provider layer overview

AI Providers settings overview

Documentation map

Setup and first request

Import flow, provider asset creation, local API key entry, and the first editor/runtime prompt send.

Provider assets and transport

Built-in provider families, request DTOs, service ownership, and response extraction boundaries.

Keys, APIs, and limits

PlayerPrefs-based local secret storage, public API surfaces, blocking/runtime tradeoffs, and security caveats.

Key product boundaries

Standalone transport layer

The package is dependency-free and can be reused by tools outside Dialogue Graph System.

Provider assets over hardcoded switches

Each provider subclass owns its request shape and response parsing instead of relying on one monolithic service switch.

Local secrets, shared config

Provider assets are shareable, but keys stay local and are scoped by project hash plus provider GUID.

Runtime caveat

TrySendPrompt is blocking and best described as editor-oriented. Runtime callers should generally use the coroutine path.

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