Getting Started

The Chat Interface

A dockable Unity Editor panel where you talk to the AI.

Summary
The Adjoint chat window docks anywhere in the Unity Editor. You type a prompt, choose a mode (Agent, Plan, or Ask), and review changes before they apply.
The Adjoint chat window docked on the right side of the Unity Editor, showing a Unity scene on the left and the Adjoint chat panel on the right with starter prompts and the input bar.
Adjoint docked alongside the Unity Scene, Game, Inspector, and Project panels.

Two Tabs

  • Adjoint Chat. The main conversation panel.
  • Adjoint Generations. Queue of 3D model and audio generations running in the background.

Top Bar

  • New Chat. Start a fresh conversation.
  • History. Jump back into any prior conversation in the project.
  • Project Rules. Describe your code style, architectural conventions, naming rules, or anything the agent should respect. Project Rules persist across every conversation in the project.
  • Settings. View your usage, manage your account, and open the Adjoint dashboard.

Modes

Switch modes at the bottom of the chat window:

  • Agent. The agent plans, edits files, creates GameObjects, and runs tools until the task is done.
  • Plan. The agent writes a step-by-step plan and waits for your approval before touching your project. Use this for larger work where you want to set direction first.
  • Ask. The agent answers questions and explains code without modifying anything.

Input and Context

  • @mention any file, script, or GameObject to pin it as context for the next message.
  • Drag and drop files, folders, or images from the Unity Project panel straight into the input.
  • Paste screenshots of a bug, a mockup, or a texture you want reproduced.

Model Selector

Pick the model for the next message from the dropdown at the bottom right. Switch mid-conversation without losing context. Heavier models for complex work, faster models for routine follow-ups.

How to Get the Most Out of It

  • Fill out Project Rules once. Set your naming conventions, preferred patterns (ScriptableObjects vs MonoBehaviour singletons, for example), and anything non-obvious about your project. Everything after that gets easier.
  • Use Plan mode for anything multi-file. It's faster to tweak a plan than to undo a wrong implementation.
  • @mention aggressively. Point the agent at the specific files, prefabs, or GameObjects it should work with rather than letting it guess.
  • Drag images in. For UI work, a screenshot of the look you want beats a paragraph of description.

For the approval flow that runs before any change lands in your project, see Safety and Approval.