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Coding Agent (C#)

Aura can create, edit, search, and compile-check C# files directly for you — MonoBehaviours, ScriptableObjects, editor scripts, utility classes. If Unity recompiles it, Aura can write it.

⚠️ C# changes trigger Unity's domain reload and recompile. Save your project before large refactors, and commit to version control often so you can roll back if a batch edit goes sideways.

💡 Aura reads and writes files through tools that are scoped to your project root — it cannot reach above your Unity project folder. Library/ and Temp/ are skipped automatically.

Creating C# scripts

Ask Aura to create new C# files and it will pick a sensible location in Assets/ (or let you specify one).

Examples

  • "Create a MonoBehaviour called HealthComponent under Assets/Scripts/Combat/ with a CurrentHealth / MaxHealth pair, a TakeDamage(int) method, and a Died UnityEvent."
  • "Create a ScriptableObject called WeaponDefinition that holds base damage, fire rate, magazine size, and a reload time, plus an icon Sprite reference. Add a [CreateAssetMenu] attribute."
  • "Create an editor script that adds a Tools > My Team > Regenerate Light Probes menu item which calls Lightmapping.BakeAsync()."

Aura returns the generated code in chat with Accept / Reject controls so you can review before the file is written.

Editing existing scripts

For edits, Aura reads the relevant files (via read_file, grep, and list_code_definition_names) and then uses replace_in_file or write_to_file to apply changes. It will usually ask for or infer the specific file before editing.

Examples

  • "In @PlayerController.cs, split the giant Update() into HandleMovementInput(), HandleCombatInput(), and ApplyMovement() — keep behaviour identical."
  • "Rename the field playerHP to currentHealth across the entire project, including references."
  • "Find every Debug.Log call in Assets/Scripts/Enemies/ and wrap it in #if UNITY_EDITOR."

💡 Give Aura the file as context — either via @ mention or drag-drop from the Project window. This dramatically improves the quality of edits on large files.

Compile checks

Aura runs check_compile_errors after non-trivial edits to confirm the project still compiles. If there are errors, it reads the relevant files and attempts a fix, then re-checks.

  • Unity's implicit recompile handles everything as soon as a file is saved — there's no "Live Coding" trigger to worry about like on Unreal.
  • If a compile fails, Aura shows the errors in chat and iterates until it can clear them (or until it asks you for help).

⚠️ If your project has pre-existing compile errors, fix them first. Aura's compile loop assumes the starting state compiles cleanly.

Searching your codebase

Aura has two search tools on hand:

  • grep — a fast ripgrep-powered search across the project. Good for "find every call to WaitForSeconds".
  • list_code_definition_names — pulls function / class / struct names out of a file or folder. Good for "summarize the API surface of Assets/Scripts/Inventory/".

Examples

  • "Find every IEnumerator that uses WaitForSeconds longer than 5 seconds. Report file and line number."
  • "List every public method on classes under Assets/Scripts/AI/."
  • "Grep the project for SendMessage( — it's slow and I want to replace it with direct method calls."

Running shell commands

Aura can run shell commands in your project directory via execute_command. Commands are scoped to the project root and capped at a 120-second runtime.

Examples

  • "Run dotnet format on Assets/Scripts/."
  • "Run our build script at Tools/build_android.ps1."
  • "Run git status and tell me which files are dirty."

⚠️ Destructive commands (rm, git reset --hard, anything that mutates external state) should be reviewed carefully before you approve them. When in doubt, run in Plan mode first so Aura shows you exactly what it intends to run.

Workflow tips

  • Plan big refactors first. Switch to Plan mode for anything spanning multiple files or systems — it's much cheaper to iterate on the plan than on 15 scattered file edits.
  • Work in small verified steps. Ask Aura to make one change, check Unity recompiles, test behaviour, then move to the next change. This beats a single giant diff every time.
  • Anchor edits with @ context. Aura edits more precisely when you tell it exactly which file(s) to look at.
  • Combine with the Editor Agent for bigger jobs. "Write a MonoBehaviour that does X, then add it to every enemy prefab" is one prompt that spans both the Coding Agent (script creation) and the Editor Agent (batch prefab edits).
  • Check the result. Aura can make mistakes — always read the diff before accepting, especially for renames and find-and-replace style edits.

Current limitations

  • Unity auto-recompile. There's no manual trigger to tell Unity to recompile. Aura relies on Unity to pick up file changes, which happens on focus-return. Keep the editor window visible during compile-check loops.
  • Visual Scripting / Bolt graphs are not supported. Aura works on C# source files, not .asset-backed visual graphs.
  • Assemblies outside Assets/ (for example, package caches or external plugins) are read-only from Aura's perspective — it won't edit files under Library/, Temp/, or Packages/ cache directories.
  • Namespace-sensitive renames. When renaming types or namespaces, double-check references in prefabs and ScriptableObject assets — Unity's .meta file GUID-based references usually survive, but class-name serialized strings do not.
  • No Rider / Visual Studio automation. Aura edits files on disk; it does not drive your IDE.
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