Unity 6 · Windows · Early access

The AI agent for Unity that asks before it writes.

Describe what you want. Nolindra searches your project, proposes the change and shows you the exact diff from Unity. Nothing touches your project until you approve it.

Launching soon for Unity 6 on Windows · free trial with 300 credits at launch
paper-plane-rush
Camera shake Unity connected Review
Make the camera shake half as strong when the plane crashes.
searched"shake" → Assets/CameraShake.cs:8
readAssets/CameraShake.cs
editedAssets/CameraShake.cs · 1 line
Found it in CameraShake.Shake — one line halves the strength. It's waiting for you in Review.
Done. The shake is now half as strong wherever it's triggered. I couldn't find a caller in code, so it's probably a scene event. Not tested in Play mode — crash the plane once to feel it.
Review1 change
Assets/CameraShake.cs Applied
8public IEnumerator Shake(float duration, float magnitude)
9{
+ magnitude *= 0.5f;
10 originalPos = transform.localPosition;
11 float elapsed = 0f;
12 while (elapsed < duration)
Not undoable in Unity · backup kept
Ctrl Enter Revert
Compiled · 0 errors · project healthy
01 — Control

An agent you can actually let into your project.

Most AI tools write first and explain later. Nolindra is built the other way around: the agent proposes, Unity shows the real change, and you decide.

Nothing is written without you

Scripts, components, properties, prefabs, deletes — every change waits in the review queue. There is no "approve all".

The diff comes from Unity

Not from the model's description of what it intends to do. If the file changes while you decide, you're asked again.

Every script change can be undone

Files are backed up and verified before they're written — if the backup fails, nothing is written. Deleted scripts are backed up together with their .meta.

02 — Compile loop

It reads Unity's compiler, not just its own code.

When a change doesn't compile, the errors go straight back to the agent with file, line and column — and it fixes them in the same task. It also checks the whole project, so a change that breaks another file isn't reported as done.

ConsoleUnity 6000.3
# write_script Assets/NearMissBonus.cs
Assets/NearMissBonus.cs(41,27): error CS0117:
  'ScoreManager' does not contain a definition for 'AddBonus'
# score is recalculated every frame — a bonus needs its own field
edit_script Assets/ScoreManager.cs  + bonusScore, AddBonus()
Compiled · 0 errors · project healthy
03 — Real projects

Built on messy, real game projects.

Nolindra was developed against an actual indie game, not a tutorial scene. The details that break other tools are handled.

search_scripts

Searches first

Finds the right script and line before opening anything.

prefab

Prefab-aware

Knows when an object is a prefab instance and warns when a change reaches every copy.

impact

Delete impact

Before a delete: children, components and references in loaded scenes.

windows-1254

Keeps your encoding

Legacy Windows code-page files stay as they were. No broken characters.

Assets/

Stays in Assets

Path traversal and symlink escapes are blocked on every file operation.

report

Honest reports

Says what it assumed and what you should test in Play mode.

04 — Why Nolindra

Not just a model connected to your editor.

You can wire a general AI assistant to Unity yourself. Here's what you get on top.

AI assistant + editor pluginNolindra
SetupInstall servers, edit configs, manage API keysInstall the plugin, sign in
Before a writeDepends on the setup — often applied directlyAlways waits for your approval
What you reviewThe model's summary of its changeThe real diff, read from Unity
Undo for scriptsYour own version controlVerified backup for every write, one-step revert
Compile errorsYou copy them backReturned to the agent automatically
BillingAI subscription + API usageOne plan, credits included
05 — Pricing

Simple pricing at launch.

Every plan includes the full agent — the same tools, guardrails and models. Plans differ in credits and support.

Trial

Try it on your own project.

$0
No credit card
  • 300 credits, once
  • All features
Opening soon

Indie

For solo developers shipping a game.

$19 / month
Billed monthly
  • 6,000 credits / month
  • All features
  • Top up any time
Opening soon

Studio

For teams that need seats and invoicing.

Custom
 
  • Volume credits
  • Invoice billing
  • Tell us what your team needs
Opening soon

Need more in a busy month? Add 2,500 credits for $5 — top-up credits stay valid for 12 months. Monthly plan credits reset each billing period and don't roll over. Prices exclude sales tax or VAT, calculated at checkout.

06 — FAQ

Questions

What is a credit?

Credits measure the agent's work. A question or a small edit typically uses 10–50 credits; a feature that touches several files, 60–150. Reading and searching are cheap — writing code is where most credits go.

Which AI model does Nolindra use?

Nolindra routes each task to a leading frontier model automatically. You don't need your own API key or a separate AI subscription.

Is my code stored or used to train AI models?

We don't store your scripts, scenes or assets on our servers — your project stays on your machine. The parts of your project involved in a request are sent to our AI provider for processing, and its commercial terms don't allow training models on that content.

What happens when I run out of credits?

The agent stops making changes until your plan renews, or you can top up instantly. Nothing in your project is affected.

Which Unity versions are supported?

Unity 6 on Windows. The plugin lives in its own assembly, so errors in your project's editor scripts don't stop it from working.

Can I get a refund?

Yes — full refund within 14 days of your first payment.

Keep your project.
Lose the busywork.

Early access opens soon for Unity 6 on Windows — with 300 free credits at launch.

See how it works