ShintTools is a local-first AI tooling platform for Unity 6 and Unreal Engine 5 that automates code validation, asset auditing, performance analysis, and project consistency across the entire game development pipeline.
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Maker
📌
Hi everyone! 👋
We're building ShintTools — 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 — not an LLM that guesses, but a trained engine with ~400 real validation rules and multi-agent support.
Four modules, one launcher:
🧩 Code Validator — catches engine-specific C++ / C# mistakes, anti-patterns and convention breaks
📐 LOD Auditor — flags misconfigured LODs, wasted VRAM and geometry/UV/normal issues, with one-click fixes
⚡ Predictive Profiler — surfaces performance regressions before they hit QA
🏷️ Asset Naming Bot — enforces your naming conventions across the whole project
Plus a launcher and a dashboard assistant that ties it together.
Tested on real production projects — indie, AA and AAA:
1,276+ real code problems detected across production codebases
146,000+ assets validated in seconds
~400 deterministic validation rules
We're looking for our first serious users. There's a free tier to start today — 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 — especially the hard "this wouldn't work for us because…" kind. 🙏
I have played with Unreal Engine a little. I could see if I was really building something having a tool help ensure it was built right was worthwhile. What makes using this better than just connecting claude code to it and asking it to do the same?
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Maker
@mjohnson42 ShintTools has a deterministic engine you can actually trust to gate a build. Built specifically for Unreal and Unity workflows, covers four angles in one place (code, LODs, performance, naming), and it's deterministic, same project, same result, every time, not an AI vibing an answer.
Report
Honestly the asset auditing caught me off guard, it flagged a bunch of inconsistencies in our UE5 project we completely missed. Really useful if you're juggling a bigger team.
Report
Maker
@niyazi1136526 Thanks for your feedback. We're constanly improving, adding features. If you're continuous using ShintTools, please susbscribe to our newsletter for updates and more!
Report
Would love to see a VS Code side panel that surfaces ShintTools asset audit warnings inline as you edit scenes, so you can fix issues without alt-tabbing back to the engine.
Report
Maker
@sonkupu12462 That's something we're working on along with other new features. Thanks for your comment!
Report
Ran a quick asset audit on a messy UE5 project and it flagged duplicate materials I had completely missed. The local-first approach is a nice touch for studios worried about uploading source files.
Report
Maker
Studio plan is currently on maitainenment. If you were planning to subscribe to this plan. Please reach out to us to contact@shint.tools
Hi everyone! 👋
We're building ShintTools — 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 — not an LLM that guesses, but a trained engine with ~400 real validation rules and multi-agent support.
Four modules, one launcher:
🧩 Code Validator — catches engine-specific C++ / C# mistakes, anti-patterns and convention breaks
📐 LOD Auditor — flags misconfigured LODs, wasted VRAM and geometry/UV/normal issues, with one-click fixes
⚡ Predictive Profiler — surfaces performance regressions before they hit QA
🏷️ Asset Naming Bot — enforces your naming conventions across the whole project
Plus a launcher and a dashboard assistant that ties it together.
Tested on real production projects — indie, AA and AAA:
1,276+ real code problems detected across production codebases
146,000+ assets validated in seconds
~400 deterministic validation rules
We're looking for our first serious users. There's a free tier to start today — 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 — especially the hard "this wouldn't work for us because…" kind. 🙏
https://shint.tools/
I have played with Unreal Engine a little. I could see if I was really building something having a tool help ensure it was built right was worthwhile. What makes using this better than just connecting claude code to it and asking it to do the same?
@mjohnson42 ShintTools has a deterministic engine you can actually trust to gate a build. Built specifically for Unreal and Unity workflows, covers four angles in one place (code, LODs, performance, naming), and it's deterministic, same project, same result, every time, not an AI vibing an answer.
Honestly the asset auditing caught me off guard, it flagged a bunch of inconsistencies in our UE5 project we completely missed. Really useful if you're juggling a bigger team.
@niyazi1136526 Thanks for your feedback. We're constanly improving, adding features.
If you're continuous using ShintTools, please susbscribe to our newsletter for updates and more!
Would love to see a VS Code side panel that surfaces ShintTools asset audit warnings inline as you edit scenes, so you can fix issues without alt-tabbing back to the engine.
@sonkupu12462 That's something we're working on along with other new features. Thanks for your comment!
Ran a quick asset audit on a messy UE5 project and it flagged duplicate materials I had completely missed. The local-first approach is a nice touch for studios worried about uploading source files.
Studio plan is currently on maitainenment. If you were planning to subscribe to this plan. Please reach out to us to contact@shint.tools