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 teamBuilt 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.
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.
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.
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.
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.
| Capability | Copilot · Cursor · ChatGPT | Ziva 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.
Read the evidence
How AI actually performs in Unity
We benchmark rather than assert. These are our published results and comparisons, including the ones that don't flatter us.
We benchmarked Claude Code in Unity on a real game
Opus 5, Sonnet 5 and DeepSeek v4 each built a Flappy Bird in the Unity editor. Tool calls, wall time, cost and a rubric for each.
Read moreUnity vs Godot in 2026, on the AI-tooling axis
Unity has the most LLM training data of any engine. Godot has the architecture agents read best. An honest comparison.
Read moreThe AI game tester that plays your whole game
Automated QA that launches your build, sends real input, and returns a pass or fail backed by what it measured.
Read moreZiva for Godot
The shipping product this is built on - free to download, in the Godot editor, with the same agent underneath.
Read moreAI for Unity, answered
Is there an AI for Unity?
Can AI write C# for a Unity project?
Can AI test a Unity game automatically?
How is Ziva different from Unity's built-in AI?
Does our Unity project get uploaded anywhere?
Which Unity versions does Ziva support?
How do we get Ziva for Unity?
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