Access
Install
brew install --cask unity-hubTry itExperimental
See what an agent can do with Unity before you ever sign up. Pick a story: recorded sessions replay real probe-harness transcripts; sandboxed self-drive sessions are designed and gated (docs/TRY-IT.md).
$brew info --json=v2 unity-hub | grep descrecorded session — replayed, not liveVerified integrations
No integration evidence found in our corpus for this product yet — that means none was found, never that it doesn’t integrate.
By theme — the product's score on each story themeBy theme
Agenticness — how well agents can access and operate the productAgenticnessevidence →
How well agents can access and operate the product
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflowsevidence →
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipelineevidence →
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depthevidence →
How much of the product can run unattended
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engineevidence →
The engine core — rendering, 2D, physics, performance at scale
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor toolingevidence →
The editor as a product — scene tools, extensibility, team workflows
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automationevidence →
The engine without a human — CLI builds, CI test runs, dedicated servers
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing opennessevidence →
The terms you build on — licenses, royalties, source access, pricing stability
Openness — open source, data portability, and self-hosting storiesOpennessevidence →
Open source, data portability, and self-hosting stories
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform exportevidence →
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy postureevidence →
Data-handling and privacy stories
Scripting — writing the game — languages, visual scripting, iteration speedScriptingevidence →
Writing the game — languages, visual scripting, iteration speed
Story verdicts — every judged story with its evidenceStory verdicts
Follow the green: where the map greys out is where Unity stops today. ✓ full · ~ partial · ! disputed · — none · n/a not applicable.
Agenticness — how well agents can access and operate the productAgenticness
How well agents can access and operate the product
API surface
Drive the product through a documented public API
✓8/10
unlocks → Machine-readable spec · Versioning policy · API sandbox · Full data export
Subscribe to events via webhooks
n/an/a
Build against official SDKs
✓7/10
Issue scoped/least-privilege API credentials for an agent
n/an/a
Connect an agent via an official MCP server
~6/10
Download a machine-readable API spec (OpenAPI or equivalent)
—0/10
Rely on versioned APIs with a documented deprecation policy
—0/10
Test against a sandbox environment without touching production data
—–
Explore an interactive API reference with runnable examples
—0/10
Docs for agents
Point an agent at llms.txt or agent-oriented docs
~5/10
Agentic features
Delegate tasks to a built-in AI assistant inside the product
~6/10
unlocks → MCP client
Operate the product with natural-language commands
~6/10
Plug MCP servers into this product so it can use their tools
—0/10
Get AI-generated insights and suggestions from my data inside the product
~5/10
Set up automations that run autonomously in the background
~5/10
Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows
AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inference
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
✓8/10
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen
—–
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
~6/10
Run ML models inside the game — an official inference runtime for on-device model execution
—–
Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline
Getting content in — automated import, formats, marketplaces
Automation depth — how much of the product can run unattendedAutomation depth
How much of the product can run unattended
Automation depth
Define rules that trigger actions automatically on events
~4/10
unlocks → Versioned workflows · LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen · Run ML models inside the game — an official inference runtime for on-device model execution
Schedule recurring jobs or workflows
—0/10
Perform bulk operations across many items at once
~4/10
Version, review, and roll back my automations
—–
Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine
The engine core — rendering, 2D, physics, performance at scale
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought
~3/10
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy
—–
Built-in physics — rigid bodies, collisions, raycasts — works out of the box
—–
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
~7/10
Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling
The editor as a product — scene tools, extensibility, team workflows
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
~2/10
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
✓9/10
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
✓9/10
Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation
The engine without a human — CLI builds, CI test runs, dedicated servers
Build and export the project from the command line, headless, in CI — no human clicking an editor
✓8/10
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering
✓8/10
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
~5/10
Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness
The terms you build on — licenses, royalties, source access, pricing stability
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against
—0/10
The license is permissive with no royalties or per-install fees — I keep what my game earns
!3/10
Read and modify the full engine source when I hit a wall
—0/10
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped
—0/10
Openness — open source, data portability, and self-hosting storiesOpenness
Open source, data portability, and self-hosting stories
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export
Shipping everywhere — desktop, mobile, console, browser payloads
Privacy posture — data-handling and privacy storiesPrivacy posture
Data-handling and privacy stories
Scripting — writing the game — languages, visual scripting, iteration speedScripting
Writing the game — languages, visual scripting, iteration speed
Sorted by importance (agentic first) (high → low) · 56/56 stories · click a row’s chevron for the rationale and evidence
Drive the product through a documented public API G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | full | 8/10 | Tprobed | |
Connect an agent via an official MCP server G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | partial | 6/10 | Tprobed | |
Delegate tasks to a built-in AI assistant inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | partial | 6/10 | Tprobed | |
Plug MCP servers into this product so it can use their tools G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 3 | none | 0/10 | ||
Run the product headlessly / in CI for automation G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | full | 8/10 | Tprobed | |
Build against official SDKs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | full | 7/10 | Tprobed | |
Use an official CLI G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | full | 7/10 | Tprobed | |
Operate the product with natural-language commands G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 6/10 | Tprobed | |
Get AI-generated insights and suggestions from my data inside the product G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 5/10 | Tprobed | |
Point an agent at llms.txt or agent-oriented docs G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 5/10 | Tprobed | |
Set up automations that run autonomously in the background G Agentic features | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | partial | 5/10 | Tprobed | |
Download a machine-readable API spec (OpenAPI or equivalent) G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Explore an interactive API reference with runnable examples G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Rely on versioned APIs with a documented deprecation policy G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | none | 0/10 | ||
Issue scoped/least-privilege API credentials for an agent G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | n/a | untested | none yet | |
Subscribe to events via webhooks G Agent access | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 2 | n/a | untested | none yet | |
Test against a sandbox environment without touching production data G Api quality | ai-native user | Agenticness — how well agents can access and operate the productAgenticness | 1 | none | untested | none yet | |
A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels Editor | technical artist | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | full | 9/10 | Cclaimed | |
Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically Extensibility | game developer | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 3 | full | 9/10 | Cclaimed | |
An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface Agent editor | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 3 | full | 8/10 | Tprobed | |
Build and export the project from the command line, headless, in CI — no human clicking an editor Ci | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 3 | full | 8/10 | Tprobed | |
One project exports to desktop, mobile, and (directly or via partners) consoles Targets | studio lead | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 3 | full | 8/10 | Cclaimed | |
The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing Rendering | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 3 | partial | 7/10 | Cclaimed | |
Self-host the core product G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | partial | 6/10 | Tprobed | |
Define rules that trigger actions automatically on events G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 3 | partial | 4/10 | Cclaimed | |
The primary scripting language is productive and fully exposes the engine API, with a debugger behind it Language | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 3 | partial | 4/10 | Xcommunity | |
The license is permissive with no royalties or per-install fees — I keep what my game earns License | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 3 | disputed | 3/10 | Dcontradicted | |
Export all of my data in open formats and leave G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 3 | none | untested | none yet | |
Prevent my data from being used to train AI models G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 3 | none | untested | none yet | |
A large asset store or package ecosystem gives me ready-made models, tools, and plugins Marketplace | game developer | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | full | 9/10 | Tprobed | |
Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering Server | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | full | 8/10 | Tprobed | |
An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets Copilot | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | partial | 6/10 | Tprobed | |
Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one Import | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | partial | 5/10 | Cclaimed | |
Do everything through the API that I can do in the UI G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | partial | 5/10 | Tprobed | |
Tests run headlessly — unit and integration tests of game code execute in CI against the real engine Testing | game developer | Headless automation — the engine without a human — CLI builds, CI test runs, dedicated serversHeadless automation | 2 | partial | 5/10 | Xcommunity | |
Perform bulk operations across many items at once G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | partial | 4/10 | Cclaimed | |
2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought 2d | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | partial | 3/10 | Cclaimed | |
The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration Collaboration | studio lead | Editor tooling — the editor as a product — scene tools, extensibility, team workflowsEditor tooling | 2 | partial | 2/10 | Cclaimed | |
Opt out of telemetry and usage tracking G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | none | 0/10 | ||
Read and modify the full engine source when I hit a wall Source | game developer | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | none | 0/10 | ||
Read the product's source under an open license G | ai-native user | Openness — open source, data portability, and self-hosting storiesOpenness | 2 | none | 0/10 | ||
Schedule recurring jobs or workflows G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 2 | none | 0/10 | ||
The pricing and license terms have a track record of stability — no retroactive changes that reprice games already shipped Trust | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 2 | none | 0/10 | ||
Build gameplay logic with visual scripting without writing code Visual | technical artist | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | none | untested | none yet | |
Built-in physics — rigid bodies, collisions, raycasts — works out of the box Physics | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | none | untested | none yet | |
Choose where my data is stored (region/residency) G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | none | untested | none yet | |
Control data retention and deletion G | ai-native user | Privacy posture — data-handling and privacy storiesPrivacy posture | 2 | n/a | untested | none yet | |
LLM-generated code mostly works on the first try — stable, well-documented APIs with abundant public examples the models have seen Codegen | ai-native user | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 2 | none | untested | none yet | |
My game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | none | untested | none yet | |
Profile and scale — a real profiler, plus data-oriented paths (ECS, jobs, instancing) when scenes get heavy Performance | game developer | Core engine — the engine core — rendering, 2D, physics, performance at scaleCore engine | 2 | none | untested | none yet | |
Standard interchange formats — glTF, FBX, USD — import cleanly Formats | technical artist | Asset pipeline — getting content in — automated import, formats, marketplacesAsset pipeline | 2 | none | untested | none yet | |
The edit-run loop is fast — hot reload or near-instant preview after a script change Iteration | game developer | Scripting — writing the game — languages, visual scripting, iteration speedScripting | 2 | none | untested | none yet | |
The engine installs from a package registry into my existing toolchain — a library I import, bundle, and tree-shake like any dependency Web | web developer | Platform export — shipping everywhere — desktop, mobile, console, browser payloadsPlatform export | 2 | none | untested | none yet | |
The project's governance and funding are transparent — a foundation, published finances, or a public roadmap I can plan against Governance | studio lead | Licensing openness — the terms you build on — licenses, royalties, source access, pricing stabilityLicensing openness | 1 | none | 0/10 | ||
Run ML models inside the game — an official inference runtime for on-device model execution Inference | game developer | Ai workflows — AI in the engine loop — agent-driven editors, copilots, codegen-friendly APIs, runtime inferenceAi workflows | 1 | none | untested | none yet | |
Version, review, and roll back my automations G | ai-native user | Automation depth — how much of the product can run unattendedAutomation depth | 1 | none | untested | none yet |
Opportunities — the stories that would move this product's scores, from its own judged verdictsOpportunitiestop 8 of 41 stories with headroom
What would move Unity’s scores — derived from its own judged verdicts, biggest headroom first. Each line quotes what the judge found missing; shipping it (or evidencing it publicly) is the fix.
Agenticness — how well agents can access and operate the productPlug MCP servers into this product so it can use their tools
nonemoves agent-readyimpact 45
Evidence shows Unity ships an official MCP *server* (com.unity.ai.assistant) so external AI agents can connect to and control Unity — the opposite direction of this story, which asks whether Unity itself can plug in external MCP servers to use their tools.
Openness — open source, data portability, and self-hosting storiesExport all of my data in open formats and leave
nonemoves PA Scoreimpact 30
The evidence pack contains no documentation of a data-export feature or open-format portability guarantee for Unity projects (assets, scenes, or AI credits data); most content is about platform support, editor extensibility, and pricing controversies, not data portability.
Privacy posture — data-handling and privacy storiesPrevent my data from being used to train AI models
nonemoves PA Scoreimpact 30
No evidence pack item addresses opting out of AI training data usage, data privacy controls for Unity AI features, or any policy/toggle preventing content from being used to train models; only unrelated docs, pricing/community drama, and MCP/CLI evidence are present.
Agenticness — how well agents can access and operate the productExplore an interactive API reference with runnable examples
nonemoves API qualityimpact 30
The docs manual and scripting reference exist, but there's no evidence of an interactive API reference with runnable/executable code examples — probes explicitly show no OpenAPI spec, no llms.txt/docs-md mirrors at docs.unity3d.com, and no interactive sandbox is mentioned anywhere in the pack.
Agenticness — how well agents can access and operate the productDownload a machine-readable API spec (OpenAPI or equivalent)
nonemoves API qualityimpact 30
Unity is a game engine/editor, not an API-driven service, but the story asks specifically about a machine-readable API spec (OpenAPI or equivalent); probes explicitly confirm none exists — all candidate OpenAPI/Swagger paths return 404 and there is no llms.txt or docs-md mirror on the documentation domain.
Agenticness — how well agents can access and operate the productRely on versioned APIs with a documented deprecation policy
nonemoves API qualityimpact 30
Missing: any documented API versioning scheme, deprecation notices/timelines, or changelog policy for Unity's scripting/runtime APIs.
Automation depth — how much of the product can run unattendedSchedule recurring jobs or workflows
nonemoves PA Scoreimpact 20
Missing: any built-in scheduler/cron equivalent, workflow orchestration UI, or documented recurring automation trigger.
Platform export — shipping everywhere — desktop, mobile, console, browser payloadsMy game runs in the browser with a reasonable payload — WebGL today, and a credible WebGPU story
nonemoves PA Scoreimpact 20
The evidence pack only offers generic cross-platform claims (e.g., '25+ platforms', 'any platform') with no mention of WebGL, WebGPU, browser payload size, or any web-specific export tooling; nothing addresses this story's specific subject.
Showing the top 8 of 41 — every none/partial verdict in the story verdicts table is headroom.
Think a verdict is wrong? Every verdicts-table row has a Flag link — see the methodology.
Coverage map — which docs area, API section, or community source covers which judged storiesCoverage map11 surfaces · 29 covered stories
Where the cited evidence behind each covered verdict came from — the same citations the verdicts table shows, no extra judging.
Manual docs21 stories
- Point an agent at llms.txt or agent-oriented docs
- Run the product headlessly / in CI for automation
- Use an official CLI
- Drive the product through a documented public API
- Build against official SDKs
- Set up automations that run autonomously in the background
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- Asset import is automatable — import hooks, presets, and pipeline scripts process incoming assets without hand-clicking each one
- A large asset store or package ecosystem gives me ready-made models, tools, and plugins
- Perform bulk operations across many items at once
- Define rules that trigger actions automatically on events
- The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
- A full visual editor — viewport, inspector, prefabs/scene composition — is the primary way to build levels
- Extend and automate the editor itself — custom tools, editor scripts, plugins that manipulate scenes and assets programmatically
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- Game logic runs headless on servers — a dedicated-server or server-runtime build without rendering
- Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
- Do everything through the API that I can do in the UI
- Self-host the core product
- One project exports to desktop, mobile, and (directly or via partners) consoles
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
Features docs11 stories
- Connect an agent via an official MCP server
- Drive the product through a documented public API
- Build against official SDKs
- Get AI-generated insights and suggestions from my data inside the product
- Set up automations that run autonomously in the background
- Delegate tasks to a built-in AI assistant inside the product
- Operate the product with natural-language commands
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
- A large asset store or package ecosystem gives me ready-made models, tools, and plugins
- Self-host the core product
Packages docs7 stories
- Connect an agent via an official MCP server
- Drive the product through a documented public API
- Build against official SDKs
- Get AI-generated insights and suggestions from my data inside the product
- Operate the product with natural-language commands
- An agent can drive the editor and project programmatically — create scenes and nodes, edit properties, trigger builds — through a documented scriptable interface
- An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
Hacker News7 stories
- Run the product headlessly / in CI for automation
- A large asset store or package ecosystem gives me ready-made models, tools, and plugins
- Build and export the project from the command line, headless, in CI — no human clicking an editor
- Tests run headlessly — unit and integration tests of game code execute in CI against the real engine
- The license is permissive with no royalties or per-install fees — I keep what my game earns
- Self-host the core product
- The primary scripting language is productive and fully exposes the engine API, with a debugger behind it
Download docs5 stories
En us docs5 stories
- Connect an agent via an official MCP server
- Get AI-generated insights and suggestions from my data inside the product
- Delegate tasks to a built-in AI assistant inside the product
- Operate the product with natural-language commands
- An official AI assistant inside the engine helps with engine tasks — generating scripts, answering API questions, scaffolding scenes or assets
llms.txt4 stories
unity.com4 stories
- 2D is a first-class workflow — sprites, tilemaps, 2D physics — not a 3D afterthought
- The engine ships a modern production 3D renderer — PBR materials, global illumination or baked lighting, shadows, post-processing
- The project format and tooling play well with version control and multi-person teams — mergeable scenes, diffable text formats, or built-in collaboration
- One project exports to desktop, mobile, and (directly or via partners) consoles
Probe proofs — replayable recordings from the probe harnessProbe proofs
Replayable recordings from our probe harness — see the Prove-It protocol to submit one.
$brew info --json=v2 unity-hub | grep descreproduced$ brew info --json=v2 unity-hub | grep desc "desc": "Management tool for Unity"
$curl -s https://unity.com/llms.txt | head -4reproduced$ curl -s https://unity.com/llms.txt | head -4 # Unity > Develop, deploy, and grow with Unity, the world’s leading 3D game engine. Build for all major platforms from mobile, to PC and console as well as XR, acquire players, monetize your game, and power industrial applications.
Business model
Personal free under $200K revenue/funding; Pro $210/mo (required over $200K); Enterprise custom (required over $25M); Industry custom. Runtime Fee cancelled Sept 2024.
pricing ↗Score trend
How this product’s scores have moved as evidence and verdicts are re-derived — a point per change, not per day.
Try Experimental
Run it in the microterminal →Recorded agent sessions — and a live MCP handshake where the vendor ships one.
Flag
⚑ Flag a verdictThink a verdict is wrong? Opens a prefilled GitHub issue — or use the ⚑ next to any verdict above.
For agents
