Features

Code Generation and Script Editing

Describe the script you want. Adjoint writes it, compiles it, and fixes its own errors before handing it back to you.

Summary
Natural-language in, production-quality C# out. Adjoint compiles the result and auto-fixes errors before returning the change for review.

What It Can Do

  • Write new scripts from a sentence of description, including gameplay systems, controllers, managers, and utilities.
  • Refactor existing code with precise line-level edits that preserve your comments, imports, and structure.
  • Fix compilation errors automatically. Paste a console error, or just say “fix the errors.”
  • Patch across files to keep references, interfaces, and calling code consistent.
  • Follow your conventions when you put them in Project Rules (naming, folder layout, architecture style).
  • Back up every file before changing it, so a reject restores the original exactly.

How to Get the Most Out of It

  • Put conventions in Project Rules. Namespace prefixes, folder structure, MonoBehaviour vs ScriptableObject preferences, async/coroutine preferences. Once, up front. The agent follows them every time after.
  • Use Plan mode for multi-file work. Gameplay systems (health, inventory, dialogue) almost always touch more than one script. Let the agent lay out the plan first, tweak it, then execute.
  • @mention the adjacent files. If you're adding a double jump, @mention your existing PlayerController so the agent picks up your style.
  • Ask for tests with the feature. “Add an inventory with tests” is a one-sentence way to get coverage on the same pass.
  • Let the auto-fix loop run. When a change introduces a compile error, Adjoint handles it without a second prompt. Watch the console; it usually clears itself.

See the accept/reject workflow for how changes land in your project.