ShintTools - Automate technical tasks for Unreal & Unity teams
Hi everyone! π
We're building ShintTools β deterministic AI tooling that automates the tedious, error-prone technical work inside Unreal Engine 5 and Unity 6 pipelines.
If you've shipped a game, you know the pain: naming conventions drift, LODs get misconfigured, code reviews miss the same engine-specific mistakes over and over, and performance regressions sneak in until QA catches them. ShintTools catches all of that automatically, and deterministically β not an LLM that guesses, but a trained engine with ~400 real validation rules and multi-agent support.
Four modules, one launcher:
π§©Β Code ValidatorΒ β catches engine-specific C++ / C# mistakes, anti-patterns and convention breaks
πΒ LOD AuditorΒ β flags misconfigured LODs, wasted VRAM and geometry/UV/normal issues, with one-click fixes
β‘Β Predictive ProfilerΒ β surfaces performance regressionsΒ beforeΒ they hit QA
π·οΈΒ Asset Naming BotΒ β enforces your naming conventions across the whole project
Plus a launcher and a dashboard assistant that ties it together.
Tested on real production projects β indie, AA and AAA:
1,276+Β real code problems detected across production codebases
146,000+Β assets validated in seconds
~400Β deterministic validation rules
We're looking for our first serious users. There's a free tier to start today β and if you're a studio or a serious indie, I'd love to get you onto a paid plan and work directly with you: tell us what your pipeline needs and we'll shape ShintTools around it. Early users get a direct line to me and priority on the roadmap.
Would genuinely love your feedback β especially the hard "this wouldn't work for us becauseβ¦" kind. π
https://shint.tools/
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