Case in point: extension members from C# 14 is one that LLMs commonly stumble on and requires an explicit example. It still sometimes says that this is not valid syntax.
extension(SomeType instance)
{
public OtherType DoSomething() { ... }
}
Agents really struggle on this one for some reason.Even older releases have a few that I notice LLMs making mistakes on like use of `System.Threading.Lock` over `Object` when locking.
Because at this point I would do anything if I could get Github Copilot to understand the new language features and stop trying to constantly revert code.
The one specific thing I'm constantly having to deny is Copilot seeing this:
List<string> items = [];
into this: List<string> items = new List<string>();Assuming you are competent with scene work and the various art pipelines, the rest of the problem is significantly easier now.
I've been using the Unity CLI to run arbitrary C# code against Unity 6 scenes without requiring domain reloads. It uses Roslyn to compile the snippet in a special Unity editor component instead of running the normal compilation pipeline.
The implications for a reasoning model are significant. Domain reloads in my projects can take 10-20 seconds. Compound across 5-10 tool calls and the difference adds up very quickly.
I'd be interested in hearing more.