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
PlayerControllerso 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.