Fixes its own compile errors
Every script change is compiled against your whole project. Errors go back to the agent with file and line, and a change that breaks another file is never reported as done.
CameraShake.Shake — one line halves the strength. It's waiting for you in Review.After a change, Nolindra checks it in your actual project and shows you the evidence, not a promise.
Every script change is compiled against your whole project. Errors go back to the agent with file and line, and a change that breaks another file is never reported as done.
Errors that only happen while playing come from the Unity Console with the line in your code, so the fix lands where the problem is.
After a change it plays your scene for a few seconds and reports every error it logs. Then it tells you what to try yourself — it never claims more than it saw.
Lays your UI out on phones, notched screens and tablets, and flags what's cut off, overlapping or too small to tap.
Type what you want in plain words. Nolindra searches your scripts, scenes and prefabs, and opens only what the task needs.
Scripts, components, prefabs, deletes — every write waits in Review. The diff is read from Unity, not from the model's description. There is no "approve all".
Changes go through Unity, scripts with a verified backup. Undo one change from History, or a whole task in one click.
When a change doesn't compile, Unity's errors go straight back to the agent with file, line and column, and it fixes them in the same task. It checks the whole project too, so a change that breaks another file is never reported as done.
You can wire a general AI assistant to Unity yourself. Here's the difference.
Every plan includes the full agent — the same tools, guardrails and models. Plans differ in credits and support.
Try it on your own project.
For solo developers shipping a game.
For daily use and larger projects.
For teams that need seats and invoicing.
Monthly plan credits reset each billing period and don't roll over. Tax is calculated at checkout by Paddle, our reseller.
Nolindra is an AI agent for the Unity Editor. It reads your scenes, prefabs and C# scripts, writes and fixes code, and builds objects and UI for you — but every change is shown as a real diff from Unity and nothing is written to your project until you approve it. It runs as a Windows app connected to a Unity package.
Yes, as far as Unity can check it. Every script change is compiled against your whole project and the agent fixes its own errors. After a change it can run your scene in Play mode for a few seconds and catch the errors it logs, and lay your UI out on phone and tablet sizes. It asks before running your game, and it tells you what to try yourself.
Credits measure the agent's work. A question or a small edit typically uses 10–50 credits; a feature that touches several files, 60–150. Reading and searching are cheap — writing code is where most credits go.
Nolindra routes each task to a leading frontier model automatically. You don't need your own API key or a separate AI subscription.
We don't store your scripts, scenes or assets on our servers — your project stays on your machine. The parts of your project involved in a request are sent to our AI provider for processing, and its commercial terms don't allow training models on that content. We don't train on it either.
The agent stops making changes until your plan renews, or you can top up instantly. Nothing in your project is affected.
Unity 6 on Windows. The plugin lives in its own assembly, so errors in your project's editor scripts don't stop it from working.
Yes — full refund within 14 days of your first payment.
Start with 300 free credits, no card. Download opens soon for Unity 6 on Windows.