Ziva for Unity

AI for Unity that works inside the editor

Ziva docks an AI agent in the Unity Editor. It sees your scenes and prefabs the way you do, edits them from inside the editor, writes C#, runs your PlayMode tests, and reads the Console when something breaks.

Beta. We’ll confirm supported workflows, deployment, and evaluation scope with your team.

Talk to our team

Built for Unity studios

  • Unity editor integration in beta
  • AI Development Agent
  • Full-game QA testing
  • Studio evaluation and security review
  • Deployment scoped with your team

In the editor

An agent that can actually use Unity

An assistant that only reads your scripts is guessing at everything else - the scene, the prefabs, the values you set in the Inspector. Ziva works inside the Unity Editor, so it sees what you see, and it makes changes the same way you would: through the editor itself.

Reads your scene hierarchy

Walks the open scene, finds GameObjects by name, tag or component, and reads serialized field values off any component - instead of parsing YAML and hoping.

Edits GameObjects and prefabs

Creates, reparents and configures GameObjects, adds components, sets fields, and applies prefab changes through Unity's prefab API so overrides and variants survive.

Writes C# with project context

Generates and refactors MonoBehaviours and ScriptableObjects that know your assemblies, your existing systems and your Unity version - then waits out the domain reload and checks the compile.

Runs your tests

Drives the Unity Test Framework and reports EditMode and PlayMode results back into the chat. The agent runs the suite before it claims a fix, not after you do.

Reads the Console

Compile errors, exceptions and warnings land in the agent's context as they happen. No copying a stack trace into a browser tab.

Sees the Game view

Screenshots the Game and Scene views, so a layout or shader change is judged on what it looks like rather than on what the code says it should look like.

Drives Play mode and menus

Enters and exits Play mode and invokes menu items - including the ones your own editor tooling registers, so in-house pipelines are reachable from chat.

Generates art and audio

Sprites, textures, materials and sound effects generated into the project and imported with the right settings, so the agent can fill a scene instead of leaving pink placeholders.

Knows your render pipeline

URP and HDRP shader and material work, Shader Graph authoring, and Addressables groups wired up the way your project already does it.

DOTS and ECS aware refactors

Converts MonoBehaviour systems to ECS, or works inside an existing DOTS codebase without breaking the burst-compiled paths.

Animator, Timeline and UI Toolkit

Wires animator states and transitions, builds Timeline sequences, and authors UI Toolkit or uGUI layouts against your design system.

Localization sweeps

Extracts hard-coded strings into your localization tables and keeps every locale in sync as the UI changes.

How it runs

Docked in Unity, running on your machine

Ziva ships as a Unity package. The agent panel opens as an editor window, and the process that does the work runs on the developer's workstation - not on a build server you have to trust.

01

Install the package

A Unity package your team adds like any other. Everything it needs ships inside the package, so nobody has to install extra software or set a machine up first.

02

It reads the project like the editor does

Scene hierarchy, components, assets, the Console. The agent starts from what Unity knows about the project, not from a text search over the repository.

03

It changes the project through the editor

Every edit is made the way a developer would make it, so prefab overrides and asset references don't break - and what lands in source control is a change your team can review like any other.

04

It verifies before it reports

Tests run, the Console gets read, the Game view gets screenshotted. When the agent says a thing works, that is a measurement rather than a claim about code it just wrote.

Studio pipeline

Fits the pipeline you already have

A forty-person Unity team does not have a green-field repository. The parts of Ziva that matter at that size are the ones that meet Perforce, your build farm and your in-house tooling where they already are.

Perforce and Unity Version Control

The agent works inside your existing workspace and respects checkouts, so it doesn't quietly fight the file locks your artists depend on.

Local history and undo

Every agent turn is checkpointed in a project-scoped history separate from your VCS, so an experiment can be rewound without touching a changelist.

Your in-house tools, as agent tools

Any MCP server becomes something the agent can call - your asset database, your build dashboard, your issue tracker, the internal CLI that only your studio has.

Runs headless in CI

Point the agent at a nightly job: triage the crash reports, run the regression pass, open the pull request with the evidence attached.

Your conventions, not generic Unity

The agent is briefed on your architecture docs, naming rules and review standards, so what it writes looks like the rest of your codebase.

Ziva as an MCP server

Point Claude Code, Cursor or your own agents at Ziva and let them use the Unity tools from outside the editor.

Versus a general AI coding assistant

Copilot cannot open your scene

Copilot, Cursor and a browser tab are strong at C# in a file. None of them can see the prefab that field is serialized on, notice the missing reference, or press Play. That is the gap that produces code which compiles and a game that doesn't run.

CapabilityCopilot · Cursor · ChatGPTZiva for Unity
Writes C# from your codebase
strongest at this
plus editor context
Reads the scene hierarchy and components
sees YAML, if anything
through the editor API
Edits prefabs without corrupting overrides
text-patches the asset
Unity's prefab API
Reads the Unity Console
you paste the trace
as errors happen
Runs EditMode and PlayMode tests
cannot reach the runner
Unity Test Framework
Plays the game to verify a fix
reads code and guesses
Playtest Agent
Deployment requirements
vendor cloud only
Scoped with your team

Ziva for Unity is in beta and available through an enterprise engagement. Rows marked as Ziva capabilities are either working in the Unity package today or scoped with your studio before the engagement starts.

Security and infrastructure

Run it the way your Unity studio has to

Publisher NDAs, console dev kits and unreleased IP decide where your source is allowed to go. That is a deployment question, so we answer it with deployment options rather than a promise in a privacy policy.

Deployment requirements

Discuss where the agent and model inference need to run, including network restrictions. Deployment options and their availability are confirmed in the engagement scope.

Model and data choices

Review your preferred model provider, data handling terms, and whether local inference meets your requirements. Policies depend on the selected provider and services.

Security review

Share your security questionnaire and required controls. We’ll confirm what is available and identify any gaps before your team commits to an evaluation.

Team rollout

Agree access needs, usage expectations, support, and commercial terms for your team. These are discussed as part of your studio’s engagement.

AI for Unity, answered

Is there an AI for Unity?
Yes. Ziva is an AI agent for Unity that docks inside the Unity Editor rather than sitting in a browser tab. It reads your scene hierarchy, GameObjects and components, edits prefabs and materials from inside the editor, writes C#, runs EditMode and PlayMode tests, and reads the Console. Unity support is in beta and available to studios through an enterprise engagement.
Can AI write C# for a Unity project?
Yes, and the useful part is the context. Ziva generates and refactors MonoBehaviours and ScriptableObjects with your assemblies, your existing systems and your Unity version in scope, then waits out the domain reload and checks that it actually compiled. A generic assistant writes plausible C# and stops there.
Can AI test a Unity game automatically?
Yes, at two levels. Ziva drives the Unity Test Framework so EditMode and PlayMode suites run from chat, and its Playtest Agent plays the assembled game with real input and reports a pass, fail or blocked verdict with evidence. Unit tests tell you a function is correct; playtesting tells you the game is playable.
How is Ziva different from Unity's built-in AI?
Unity's own AI features are assistants inside Unity's product and Unity's model choices. Ziva is an agent that takes actions: it edits the scene, runs the tests, reads the Console and iterates until the task is done. It also lets you pick the model per task - Claude, GPT-5, Gemini or DeepSeek - and lets studios discuss deployment and model requirements as part of an evaluation.
Does our Unity project get uploaded anywhere?
With a cloud model, the code and conversation context used for your task are sent to the selected model provider. Ziva never uses your code to train AI models. For local inference or specific network requirements, we’ll confirm the options available for your Unity evaluation. Read the privacy policy for provider and service data handling.
Which Unity versions does Ziva support?
The Unity package targets Unity 6 and later. Older LTS lines are supported case by case as part of an enterprise engagement - tell us which version your production is locked to and we will scope it.
How do we get Ziva for Unity?
Through Ziva Enterprise. Tell us your engine, team size, source control and deployment constraints, and we will come back with a plan that covers the editor agent, the QA testing, and whether you want it self-hosted or on dedicated inference hardware.

Bring Ziva to your Unity studio

Tell us your Unity version, team size, source control and where the agent is allowed to run. We come back with a plan built around it.

Talk to us about Unity