Video Games
Validate assets, code and QA across Unity and Unreal — AAA studios to indies.
ShintTools runs inside your editor and CI — validating C++/Blueprint and C# code, auditing meshes, LODs and textures, predicting frame-cost impact, and keeping naming and references consistent. Your code and assets never leave your machine.
Live pipeline check
Validating C# scripts and asset naming in Unity

Issue
Allocations, naming & convention errors
Target
Studio coding rules
Action
Flagged with safe fix
100% local
0 lines of code or assets sent to the cloud
Unity 6 + UE5
One pipeline, both engines, one dashboard
Unlimited
Assets renamed and validated per run
Every commit
Deterministic CI gate on every PR
Runs on-prem or on air-gapped machines. Your source code, assets and IP never leave your studio.
How we protect your IP →Choose your engine
Go straight to the workflow your team uses.
The Problem
We automate the boring parts so your team ships.
The Solution
Scales from solo developers to AA/AAA studios. Everything runs locally — your code, assets and IP never leave your machine.
Product
Catches code smells, unsafe patterns and logic issues across C++, Blueprint, C# and Visual Scripting before you compile.
Predicts ms/frame impact early so you spot bottlenecks without a full build.
Renames assets and reorganizes folders to your studio's convention — automatically.
Finds inefficient meshes and oversized textures and suggests safe reductions to save memory and frame time.
Launcher + Dashboard
The Launcher keeps your plugins, licenses and sign-in in sync. The Dashboard turns what the plugin already analyzed locally into team-level insight — never your source code.
Auto-updates Unity / Unreal plugins and manages machine licenses from a single place.
The plugin runs heuristics locally. The Dashboard aggregates issues, metrics and metadata into compliance trends, quality scoring, hotspots and CSV exports.
We never receive your source code — only issues, metrics and file metadata.
How it works
The Launcher auto-installs ShintTools into your local Unity 6 or Unreal Engine 5. Local engine + plugin. No cloud. No build uploads.
Specialized agents check code, assets, naming and performance — entirely inside your network.
Inline findings in the editor plus a deterministic gate for every PR.
See the full flow in action
Download the launcher
Same flow you just saw. Local. Free to start.
Use cases
Concrete tasks our agents already handle in production studios — no scripts to maintain.
Beyond games
ShintTools automates, validates and optimizes the technical plumbing of 3D production pipelines — for any company building on Unity or Unreal Engine. Local, deterministic, in the editor and in CI.
Validate assets, code and QA across Unity and Unreal — AAA studios to indies.
Audit shaders, naming and scene optimization for Unreal-based VFX pipelines.
Automated checks on live Unreal pipelines for broadcast and immersive 3D media.
Available on Fab
One free listing on Fab installs ShintTools directly into Unity 6 and Unreal Engine 5.
Pricing
Zero friction install. Revenue scales with seat count and module depth. Annual billing saves 17%. Free, Indie and Studio plans available on Unreal Engine + Unity. Enterprise plan coming soon. The product is under continuous maintenance and improvement.
Best for
Solo devs trying the plugin
€390/yr
Best for
Small teams shipping commercial titles
€1490/yr
Best for
Mid-size studios with full pipelines
Custom contracts
Best for
AA/AAA studios with strict IP & compliance
Pick the plan that fits your studio. Talk to us if you need a custom setup.
FAQ
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