RYTHM
Unity EngineAI/ML

Building an AI assistant that debugs and writes code directly inside the Unity Editor

We built a context-aware AI assistant that embeds natively into the Unity Editor, giving game development teams the ability to resolve bugs, implement features, and write cleaner code — all without stepping outside their existing workflow.

0×
Faster bug resolution
13 months
from brief to deployment
0%
of AI-suggested fixes accepted
Challenge

Experienced engineers spending two hours a day on bugs that followed the same patterns

Unity is a deep engine and debugging in it is rarely straightforward. NullReferenceExceptions, coroutine race conditions, physics layer conflicts, and serialisation issues are everyday occurrences — and solving each one requires a developer to hold a lot of context in their head at once. The studio's existing process relied on manual log reading, experience, and gut instinct. It worked, but it didn't scale.
C-01

Senior time lost to repetitive debugging

The same categories of bugs kept resurfacing, pulling experienced developers away from work that actually required their skill level. Hours per sprint, compounding across every title the studio was running simultaneously.

C-02

Junior engineers couldn't self-serve

Without deep codebase familiarity, junior developers leaned heavily on senior teammates to interpret errors and trace bugs — a bottleneck that slowed the whole team down regardless of who was causing it.

C-03

It had to live inside Unity

A tool that required switching windows, opening external apps, or copying stack traces into ChatGPT would not be adopted. It had to feel like part of the editor itself — not a workaround bolted on the side.

C-04

This delivery was also a capability test

The studio wanted to see whether we could integrate at a deep technical level before committing to a longer engagement. The quality of this project would determine everything that came after.

How it works

A raw error becomes a reviewed fix — without leaving the editor

STAGE — 01 / DETECT
Error thrown
Unity console exception and stack trace captured instantly
Auto-detected
Tool hooks Unity's event system, no manual trigger needed
Context assembled
Relevant scripts, scene structure, and asset references pulled automatically
Model reasons
GPT-4o and Claude Sonnet receive structured prompt, stream response in seconds
Diff previewed
Syntax-highlighted change shown before anything is touched
Applied or dismissed
One click to apply, one click to revert — no terminal, no risk
Technical tension

Deep editor integration without blocking Unity's main thread

Intercepting console logs, parsing stack traces in real time, and streaming to an external LLM — all without blocking Unity's main thread or causing editor instability — forced careful, non-obvious architecture from day one. Working within Unity's Editor API at this level meant every integration decision had a consequence for editor performance. Asynchronous communication with the LLM and fully streaming responses were requirements from the start, not performance improvements added later.

A raw stack trace tells you where something broke, never why. For suggestions to be genuinely useful, the system needed to automatically gather the relevant C# scripts, scene structure, and asset references before the model ever saw the error. And because the tool writes to live files, a diff-preview with instant rollback had to ship before any write feature went live — without it, a single bad suggestion would have permanently eroded trust in the product.

Capabilities

Four things it does — built and tested against real errors from a live codebase

MONITORING

Real-time console monitoring

Hooks Unity's event system and surfaces errors in the assistant panel automatically. The moment something breaks, the assistant already knows — no trigger, no copy-paste, no context switching required.

CONTEXT

Context-aware fix suggestions

Gathers the relevant scripts and project data per error before the model sees anything. Suggestions come back specific to the project — not generic Stack Overflow answers that still need interpreting and adapting.

SAFETY

Diff preview and one-click apply

Every suggested change shown as a syntax-highlighted diff before anything is touched. Apply with one click or dismiss entirely. No file editing, no terminal, no risk of an untested change breaking the build.

BUILD

Plain-English feature implementation

Describe what you want to build, get working C# scaffolded to match the patterns already in your project. Became the most-used capability within two weeks — engineers using it to scaffold new gameplay systems faster than writing boilerplate by hand.

Results

Deployed in six weeks. Bug triage down 65%. Second engagement signed immediately after.

The product was delivered in six weeks and deployed via Unity Package Manager with zero manual setup required on the studio's end. Bug triage time dropped by over 65% in the first sprint after rollout — developers stopped context-switching out of Unity for the majority of common errors. The plain-English implementation feature became the most-used capability within two weeks, with engineers using it to scaffold new gameplay systems faster than they could write boilerplate by hand. The studio moved forward with a second engagement immediately after delivery — extending the assistant with a scene-audit mode that automatically flags performance bottlenecks before each build.
0×
Faster bug resolution on common error types
0%
Of AI-suggested fixes accepted without modification
0%
Drop in bug triage time in the first sprint
2nd
Engagement signed immediately after delivery

Want AI that works inside your development environment — not alongside it?

We build deep, native integrations that fit how your team already works. Editor tooling, AI developer experiences, and the architecture that makes them feel effortless. Let's talk.

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