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/andTemp/are skipped automatically.
Ask Aura to create new C# files and it will pick a sensible location in Assets/ (or let you specify one).
Examples
MonoBehaviour called HealthComponent under Assets/Scripts/Combat/ with a CurrentHealth / MaxHealth pair, a TakeDamage(int) method, and a Died UnityEvent."ScriptableObject called WeaponDefinition that holds base damage, fire rate, magazine size, and a reload time, plus an icon Sprite reference. Add a [CreateAssetMenu] attribute."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.
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
@PlayerController.cs, split the giant Update() into HandleMovementInput(), HandleCombatInput(), and ApplyMovement() — keep behaviour identical."playerHP to currentHealth across the entire project, including references."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.
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.
⚠️ If your project has pre-existing compile errors, fix them first. Aura's compile loop assumes the starting state compiles cleanly.
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
IEnumerator that uses WaitForSeconds longer than 5 seconds. Report file and line number."Assets/Scripts/AI/."SendMessage( — it's slow and I want to replace it with direct method calls."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
dotnet format on Assets/Scripts/."Tools/build_android.ps1."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.
@ context. Aura edits more precisely when you tell it exactly which file(s) to look at..asset-backed visual graphs.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..meta file GUID-based references usually survive, but class-name serialized strings do not.