We've shipped games in Unity for years, and every editor we used treated it as just another C# project. The prefabs, the assets, the Editor itself — all invisible to the tool. We got tired of working around that gap. So we built the IDE that closes it.
No licence to buy. Not now, not when you ship.
Why we built it
Five of those problems, and what this editor does about each one. Keep scrolling.
01 · Setup
We spent too many afternoons wiring extensions, language servers and debuggers together before writing a line of game code. UnityIDE ships with all of it. Download, add one package to your project, and it finds the running Editor on its own.
C# language server, Unity analyzers, debugger, terminal and git — already in the box. Works from Unity 2021.3 through Unity 6.
02 · UI Toolkit
A UI Toolkit query is just a string. Get the name wrong and C# is perfectly happy to hand you null at runtime. UnityIDE renders the UXML on a live canvas beside the code — and knows what the element is actually called.
Everywhere else: compiles clean, returns null at runtime. Invalid UXML is refused here, not warned about.
03 · ScriptableObjects
A ScriptableObject joins an asset to code through a string. Rename the field and every saved instance resets — no compiler error, nothing in the console. UnityIDE holds your assets and your code index at the same time, so it sees the drift and edits the real typed fields in place.
The Inspector for a .asset file, inside your editor. Bytes are spliced, never re-serialized.
04 · Unity Hierarchy
We opened Player.prefab to find one missing reference and got 1,847 lines of YAML. UnityIDE shows the hierarchy the Editor is actually running — GameObjects, components, live state — not a file you parsed and hoped about.
Prefabs and scenes open as structure too; diffs read as GameObjects and components. Raw YAML stays one click away, behind a warning.
05 · AI copilot
Twenty-five Unity tools: it reads the scene, sets properties with Unity's own Undo stack intact, runs your tests. Then it recompiles in your running Editor — waking it through the OS if it's in the background — and re-checks every file it touched.
It doesn't tell you it worked. It shows you what it checked — and a skipped check is never a passing one.
Also wired to the Editor
And the rest
Why choose UnityIDE
Based on publicly documented features of each product at time of writing. Rider and Visual Studio are trademarks of their respective owners. Spotted a mistake? Tell us.
The IDE is free. Paid plans add AI usage and the bigger reasoning modes — see pricing.
Dev builds. Linux is not built yet.