Total Control Over the Stream
An agent turn is not one request - it's a loop, and every iteration re-sends everything accumulated so far. Codinel owns that loop rather than handing it to the provider: steer a running turn mid-stream, edit a proposed micro-plan and force a re-propose rather than a silent amendment, and get honest token accounting across every request in the turn, not just the final one. Past a failure threshold, Quality Control offers to migrate a poisoned conversation to a fresh chat carrying the synopsis, model, and staged files forward instead of compounding the problem.
Develop on the Go with Voice Control
Pair your phone to the desktop IDE and turn it into the remote companion for your workspace. A two-way live voice session streams securely - your phone becomes the microphone while the agent's voice comes back through the speaker, with phone-side voice activity detection for hands-free turn-taking and barge-in whenever you talk over the model.
The same connection puts the whole session in your pocket. Approve held tool calls from on-phone cards, review and approve micro and phase plans, override the session's permission level (strict, balanced, or autonomous), watch the agent's live tool activity, and monitor or stop background pipelines - including resolving uncommitted changes and recovering from a failed pipeline. Local and push notifications from an installable PWA keep you in the loop even when the app is closed.
Real Editor Access, Still Maturing
If you work in Unity, Codinel talks to the Editor over two channels and installs both for you from inside the IDE. The Unity CLI pipeline reads the full command catalogue from your installed CLI at runtime, so a command Unity shipped after your Codinel build is already callable with no update on our side. The Codinel Bridge, a package running inside your open Editor, covers scene mapping, terrain sculpting, asset-aware placement, and the live visual work the CLI has no command for. Both target UXML UI Toolkit rather than the legacy IMGUI system.
Unity is one thing Codinel does, not the reason it exists - the agent loop, the guardrails, and the tooling below are the same whether your project is a game, a service, or a web app.
The Agent Cannot Quietly Reach Out
File tools resolve every path against your loaded project roots and refuse to escape them. Terminal commands get the same treatment, which is harder than it sounds - a shell will happily follow ../../.. or an absolute path anywhere on the disk. Codinel reads the command first, resolves what it actually points at, and stops for your approval if that lands outside your projects. Deleting a git branch always stops, because unpushed commits exist nowhere else and no undo can bring them back.
These checks ignore your permission level. Autonomous mode means you do not want to confirm routine work - it is not consent to delete a branch or write to your home directory. A guard that autonomous skips is a guard that is missing exactly when nobody is watching.
Checking the Command Is Not Enough
There is an obvious way around a guard that only reads command lines. Writing a script is an ordinary in-project file edit and passes every check. Running it is a command whose only path argument points safely inside your project. Both halves look clean, and together they execute arbitrary code with the IDE's full filesystem access.
So Codinel reads the script, not just the command. When the agent runs a file through node, python, bash, PowerShell or any other interpreter, the script's contents are scanned for paths that reach outside your projects. Hardcoded external paths stop for approval. So does a script that builds its paths at runtime from environment variables or your home directory, along with inline -e code and any script we cannot read - because a scanner that only catches what it can name teaches you to trust it when you should not. Anything unprovable escalates to you rather than passing silently.