Unity 6 · Windows · Early access

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Try a request
Camera shake
paper-plane-rush Review
Make the camera shake half as strong when the plane crashes.
Searched code"shake" → Assets/CameraShake.cs:8
ReadAssets/CameraShake.cs
EditAssets/CameraShake.cs
Tested in Play mode5 s · SampleScene · no input
Found it in CameraShake.Shake — one line halves the strength. It's waiting for you in Review.
Done. A 5 s Play run shows no errors. To check it: crash the plane — the shake should be half as strong. It's triggered from a scene event, not from code.
Done32 credits41sCopy
Pending 1History
Assets/CameraShake.cs Applied
Script · Not undoable in Unity · backup kept
+1 −0Edit · 1 lineChangesFull file
8 public IEnumerator Shake(float duration, float magnitude)
9 {
10+ magnitude *= 0.5f;
11 originalPos = transform.localPosition;
12 float elapsed = 0f;
13 while (elapsed < duration)
Your call: approve it or reject it.
Reject because:Wrong fileWrong approachToo broadI'll do it
Revert
Compiled · 0 errors · project healthy
Proof

Checked in Unity, not just claimed.

After a change, Nolindra checks it in your actual project and shows you the evidence, not a promise.

compilewhole project
CS0117 · NearMissBonus.cs:39✗ 1 error
after its own fix✓ 0 errors

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.

consoleruntime errors
first errorObstacleSpawner.cs:103
errors in 5 s61 → 0

Reads runtime errors

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.

play_test5 s · open scene
played5 s · 312 frames
errors0

Runs your game

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.

check_ui4 screen sizes
cut off at 19.5:9ScoreText

Checks every screen

Lays your UI out on phones, notched screens and tablets, and flags what's cut off, overlapping or too small to tap.

  • apiYour Unity's real APINames and signatures are checked against the Unity and packages you have installed, not the model's memory.
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How it works

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  1. 1

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  2. 2

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  3. 3

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Compile loop

It reads Unity's compiler, then fixes its own mistakes.

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.

  • file · line · column
  • whole-project check
  • runtime errors from Play mode
ConsoleUnity 6000.3
# approved: Assets/NearMissBonus.cs
Assets/NearMissBonus.cs(41,27): error CS0117:
'ScoreManager' does not contain a definition for 'AddBonus'
# score is recalculated every frame — the bonus needs its own field
edit_script Assets/ScoreManager.cs + bonusScore, AddBonus()
Compiled · 0 errors · project healthy
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FAQ

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What is Nolindra?

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.

Does it test its own changes?

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.

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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.

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