Vibe Mode
Vibe Mode is the default mode and the one you'll use most often. It's a fully autonomous AI assistant that knows your project — and can do anything from answering questions to rewriting scripts to building out entire features, all in one conversation.
When to use Vibe Mode
Everyday development. Questions, code reviews, bug fixes, scene setup, quick features. If you're not sure which mode to use — use Vibe.
What Vibe Mode can do
Vibe Mode combines chat and action into a single flow. In one conversation you can:
- Ask questions about Unity, C#, or your specific project
- Get explanations of any script or system in your codebase
- Request code reviews and architectural advice
- Execute scene actions — create objects, set transforms, add components
- Write, edit, and attach scripts directly to GameObjects
- Fix console errors automatically
- Take screenshots and get visual feedback on your scene
- Run multi-step tasks autonomously without stopping between steps
Simple requests
For simple one-shot tasks, just describe what you want. Claunity executes it and gives you a short summary:
Add a PointLight above the Player with intensity 3 and a warm orange color. Create a script called CameraShake with a Shake(float duration, float magnitude) method. What does the EnemySpawner script do and are there any issues with it? Multi-step tasks
For complex requests, Claunity automatically breaks the work into a plan and shows it to you before executing:
Set up a complete coin collection system — coin prefab, spawner, score counter UI, and sound effect on pickup. Claunity will respond with a plan like:
Here's what I'll do:
1. Create a Coin prefab (sphere + gold material + Collider trigger)
2. Write CoinCollectable.cs with pickup logic and sound
3. Write CoinSpawner.cs to spawn coins at random positions
4. Create a Score UI canvas with TextMeshPro
5. Write ScoreManager.cs and wire everything together
Should I proceed with this plan?
Reply "yes" or "go ahead" and Claunity executes all steps autonomously — no confirmation between steps, no stopping to ask questions. Each step's actions appear in the chat as they complete.
Stopping mid-task
If you want to stop during execution, type "stop" or "cancel". Actions already applied can be undone with Ctrl+Z in Unity.
Referencing scripts with @
Type @ in the chat input to open a file picker.
Selecting a script adds its full content to your message context —
Claunity reads it before responding.
@PlayerController the jump feels floaty, can you fix the physics values? @EnemyAI @GameManager how does the enemy notify the manager when it dies? You can reference multiple files in one message. Claunity also automatically includes any script it needs to read before editing it.
Quick Actions
The toolbar above the chat has a row of quick-action buttons for the most common tasks. Click any of them to instantly send a preset prompt:
| Button | What it does |
|---|---|
| 👁 Look at scene | Takes a Scene View screenshot and asks the AI to describe what it sees and flag any issues |
| 🎮 Look at game | Takes a Game View screenshot and analyzes the UI, layout, and visual quality |
| 🐛 Fix errors | Reads all current console errors and writes fixes for them |
| 🔍 Explain project | Summarizes the project structure, main systems, and how they connect |
| 🗺 Project map | Generates a high-level map of all scripts and their relationships |
| 📋 Review code | Reviews the currently indexed scripts for bugs, bad patterns, and improvements |
| 💡 Explain this | Explains the currently open or recently referenced script in plain English |
Console error badge
When Unity has compile errors, a red badge appears in the Claunity header showing the count. Claunity also proactively mentions errors it finds in the project context — even if you didn't ask about them.
To fix errors instantly, either click the 🐛 Fix errors quick action or just say:
Fix the console errors. Best practices
Be specific
The more context you give, the better the output. Instead of "make the player faster" say "increase the player's walk speed from 5 to 8 and run speed from 10 to 15 in PlayerController.cs".
Plan before large changes
For big refactors or new systems, ask Claunity to explain the approach first before writing any code. Review the plan, adjust it, then execute.
How would you refactor the inventory system to use ScriptableObjects? Don't write code yet. Use the scene context
Claunity doesn't know what's in your scene unless you tell it or it reads it.
For scene-related tasks, either describe your setup or let Claunity call
get_scene_info automatically to inspect it first.
Clear chat between topics
Each tab keeps its own independent chat history. Use the Clear button in the toolbar to start fresh — this helps the AI focus on the current task without old context getting in the way.