Scripts
Claunity can read any script in your project, write new ones from scratch, edit existing files, and attach them to GameObjects — all automatically. After any script change, it triggers a recompile so your changes are live immediately.
Claunity always reads before editing
Before modifying a script, Claunity reads the current file content to understand the existing structure. It then writes the complete updated file — never a partial snippet that could break surrounding code.
Reading scripts
"Read the PlayerController script and tell me how movement is implemented"
"@EnemyAI what does the patrol logic do and is there a performance issue?"
"@GameManager @ScoreManager how do these two scripts communicate?"
Creating scripts
"Create a HealthSystem script in Assets/Scripts with TakeDamage, Heal, and Die methods"
"Write a FloatingEffect script that makes the object bob up and down, and attach it to the "Coin" object"
"Create a Singleton GameManager script that persists between scenes and holds the current score and level"
"Create an Enemy base class and two subclasses: MeleeEnemy and RangedEnemy, each with their own Attack() method"
Editing scripts
"@PlayerController there is a NullReferenceException on line 47 — fix it"
"@CameraFollow add a smooth damping effect so the camera follows with a slight lag (use SmoothDamp)"
"@EnemySpawner refactor the spawning logic to use an object pool instead of Instantiate/Destroy"
"@ScoreManager add a ResetScore() method and call it when a new game starts"
Attaching scripts
"Attach the HealthSystem script to the "Player" object"
"Attach the EnemyAI script to "Enemy" and set its patrol speed to 3 and chase speed to 6"
Recompiling
"Recompile all scripts"
Tips
Use @ for faster context
Typing @ScriptName in the chat adds the script content directly to your message.
This is faster than describing the script — Claunity reads it instantly.
Describe the behavior, not the code
You don't need to know the Unity API — just describe what you want the script to do. Claunity picks the right methods, components, and patterns.
Write a script that spawns enemies every 5 seconds, with a maximum of 10 active at a time. If the max is reached, stop spawning until one is destroyed. Ask for Unity best practices
Claunity knows Unity patterns. Ask it to apply them:
@AudioManager refactor this to use a proper Singleton pattern with DontDestroyOnLoad