ShintTools - Automate technical tasks for Unreal & Unity teams

Hi everyone! πŸ‘‹

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:

  • 🧩 Code ValidatorΒ β€” catches engine-specific C++ / C# mistakes, anti-patterns and convention breaks

  • πŸ“Β LOD AuditorΒ β€” flags misconfigured LODs, wasted VRAM and geometry/UV/normal issues, with one-click fixes

  • ⚑ Predictive ProfilerΒ β€” surfaces performance regressionsΒ beforeΒ they hit QA

  • 🏷️ 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 because…" kind. πŸ™

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