Atlas can work on existing user-authored scripts for the active product. Choose Modify for a proposed source change, Review for feedback, or Tests for test source.

Select the target

Select the script in Unity’s Project window before sending the command. Use a compatible user-authored task, State Designer object, or controller ability. Installed package and Opsive vendor source are excluded from these editing workflows.

For a coordinated modification, select two to eight compatible user scripts. Keep the active product consistent with those scripts. Supporting attachments can explain the change, but do not replace selecting the intended edit targets.

Modify a script

/modify Add a missing-target check. Preserve the existing serialized fields and public API. Explain what changed.

An illustrative modification result awaiting review before writing to the original source path.

Review the returned source against the original. Check public members, serialized field names, lifecycle behavior, and destination paths. Changing a serialized field can affect existing inspector assignments, even if the file compiles.

For a selected-file modification, Apply targets the original file. Multi-file results map their filenames back to the selected source paths. Inspect all destinations before Apply all. Use Save as… only when you deliberately want a separate file and have checked class-name conflicts.

Review without editing

/review Check this task for missing references, interruption cleanup, and incorrect success or failure results. Explain each issue before proposing a change.

An illustrative review answer focused on missing references and interruption behavior.

A review provides feedback; it does not apply edits. Check each finding against the source and an observable test case. Continue with /modify only when you want a proposed implementation.

Generate tests

Select the target script and request focused cases:

/tests Cover the missing-target path, normal completion, and interruption. Keep setup deterministic and explain any required scene or object fixtures.

Inspect the generated test source and place it in the appropriate test assembly for your project. Use Unity’s Test Runner to execute the intended EditMode or PlayMode tests. Generated test source is not evidence of a passing run; read the actual results and investigate failures.

For movement, animation, input, or networking, also verify the behavior in a representative scene. A unit test does not automatically exercise the complete character or graph integration.

See Generating and applying code for write controls and compiler correction, and Project instructions for conventions that should apply to modifications and tests.