Features

Testing, Debugging, and Performance

Two buttons, two workflows: Debug in the console, and Run with Adjoint in play mode.

Summary
Fix any error in the Unity console with one click. Launch your game with telemetry via Run with Adjoint and let the agent tell you exactly what's slow.

Debug from the Console

Every error and warning in the Unity Console gets an Adjoint Debug button. Click it and the agent:

  • Reads the full stack trace and surrounding context
  • Opens the offending files
  • Proposes a fix in the standard accept/reject diff
  • Re-runs your game if you ask it to verify

Faster than pasting the error into chat, and it picks up the surrounding code automatically.

Run with Adjoint

Next to Unity's Play button is a Run with Adjoint button. Hit it instead of Play to launch your game with live telemetry streaming back to the agent:

  • Frame time and FPS
  • CPU and GPU hotpaths
  • Memory usage and GC allocations
  • Draw calls, batches, and render stats
  • Runtime errors as they happen

Ask questions while the game runs: “what's spiking frame time?”, “where are the GC allocations coming from?”, “why does the scene hitch when I spawn enemies?” Adjoint answers with the specific method, file, and line, and can propose a fix on the spot.

How to Get the Most Out of It

  • Debug first, prompt second. Click the Debug button next to the error. It pulls context automatically and is almost always faster than describing the problem.
  • Use Run with Adjoint during integration work. When you're stitching systems together, live telemetry catches regressions the moment they appear.
  • Profile while you play. Ask “profile the next 10 seconds and tell me the top 3 hotpaths” for a targeted report instead of digging through the Profiler window.
  • Chain fixes. Once a hotpath is identified, a follow-up like “fix the allocation in Update()” goes straight from diagnosis to patch.

For the review flow on any proposed fix, see Safety and Approval.