Technical preview · Runs local · Built for Unity

Build inside Unity.
Prove every change.

Chydio Forge turns repeatable Unity work into guarded, typed operations — from prefabs and scenes to tests, captures, and builds. Every supported workflow returns evidence you can review.

No Chydio account for Forge Lite or the local Forge runtime. Your project stays local unless you explicitly choose an external connection.

Orbit · your-project.unity 4 clients linked
UNITY 101 core actions WORKSPACEEDITOR CLICI
Checkpointckpt_8f2a
Conflicts0 queued
Rollbackready

The gap

Unity work is deeper than code.

A working game lives across scripts, prefabs, scenes, settings, assets, tests, and builds. Forge brings those surfaces into one observable workflow.

01

It can't touch the editor

Prefabs, scenes, animators, materials, sorting layers, build settings — all still done by hand, by you, at 1am.

02

Changes are hard to verify

A workflow without Game view evidence is guessing. "Done" means little if the UI is anchored off-screen.

03

You don't trust it near your project

One bad batch edit across 400 prefabs and your weekend is gone. So you never let it try.

Flight plan

Set it up once. Run reviewed workflows.

Forge runs on your machine and connects its workspace, CLI, CI, and compatible development clients to one local core. Lite and the perpetual local Forge product need no hosted runtime.

Install it

Point Forge at your Unity project. The installer prepares the local core, workspace, CLI, and supported development-client connections.

Describe the outcome

"Make an inventory panel." "Fix every enemy prefab's collider." "Why is my build 400MB?" Forge maps reviewed work to 101 core Unity Actions plus optional integrations.

See the proof

Every Action returns a receipt. Guarded workflows can add checkpoints, readback, tests, captures, and visual comparisons so you review evidence — not a promise.

Telemetry · chydio cli → chydio forge live
add a health bar to the player HUD and show me it works
⟡ checkpoint ckpt_8f2a — 4 assets guarded
create_prefab HealthBar.prefab
apply_prefab_batch anchor top-left · 320×24
apply_scene_batch PlayerHUD ← HealthBar
start_compilation 0 errors · 0 warnings
capture_game_view 1920×1080 · sha 4c1e…
✓ changed-pixel ratio 0.6% · within configured threshold
✓ 5 Actions completed · receipts written · checkpoint ready
ⓘ guarded result not wanted? restore_checkpoint ckpt_8f2a

One local core · several ways to work

Use Forge from the workspace, CLI, CI, or compatible development clients.

The local Orchestrator gives every approved client one bounded route into the same Unity project.

Forge
workspace

Review plans, progress, confirmations, evidence, and terminal receipts from one guarded interface.

Chydio
CLI

Run bounded chydio commands for readiness, inspection, Actions, jobs, benchmarks, and receipts.

Reviewed
plans

Preview exact context and steps, then dispatch only a confirmed, revision-bound typed plan.

Multiple local
clients

Approved clients share one authenticated Orchestrator, fair write queue, task registry, and evidence trail.

Repeatable
CI

Drive exact builds, tests, benchmarks, and verification gates through the same typed operation surface.

Stay local
by default

Forge Lite and local Forge workflows need no Chydio runtime account or permanent cloud connection.

Web, PWA,
then mobile

The remote shell is a preview. Paired paid control is not live yet and remains behind security and deployment gates.

Instrument set · 101 core Actions + optional integrations

Deep Unity work through bounded, typed operations.

Not a chat window that only suggests things. Chydio executes registered operations in the editor and returns explicit evidence.

Prefabs & scenes

Create, variant, batch-edit, apply overrides, reparent, duplicate, delete — safely, across hundreds of assets.

UI & layout

UI Toolkit and uGUI inspection, live layout geometry, viewport-intersection and zero-area evidence, popup validation.

Animation

Clip and controller authoring, recursive state-machine inspection, motion references, frame sampling and capture.

Art pipeline

Materials, shaders, physics materials, importers, sorting layers, tags, collision matrices.

Performance

Profiler sessions, frame analysis, memory snapshots, managed-heap retention, frame debugger events.

Build & test

Compilation, EditMode/PlayMode runs with failure triage, player builds with progress and logs.

Project intelligence

Resumable asset index with bounded direct and reverse dependency queries — evidence for "what references this?"

Visual proof

Game view, Scene view, prefab and animation-frame capture with pixel-exact regression baselines.

Abort systems

Built to reduce project risk.

This is the reason to use Forge instead of an unbounded file-writing tool. Typed permissions, checkpoints, receipts, and readback make risky work reviewable and recoverable.

  • Checkpoint guarded mutations. Supported asset workflows guard source and .meta state together before writing.
  • Explicit rollback. Restore a guarded action or plan checkpoint, with receipts showing what happened.
  • Read-only by default. Writes and destructive operations are separately gated — it looks before it's allowed to touch.
  • Interrupted writes never replay. If Unity reloads mid-operation, Forge resolves the outcome instead of blindly retrying.
  • Your project stays local. Nothing is uploaded unless you explicitly choose an external connection.
  • Your credentials stay yours. Forge does not place private project or service credentials in the browser workspace.
Game view · baseline diff1920 × 1080
68 / 100 Δ 0.6% · within budget
capture sha 4c1e9b · ckpt_8f2a✓ baseline match 99.4%

Why not just a free bridge?

Because "it ran" isn't the same as "it worked."

SEES

It compares visual evidence

Forge captures the result and compares pixels against a saved baseline. Configured thresholds flag material change without pretending to understand aesthetics.

UNDOES

It's guarded

Checkpointed asset workflows, receipts, and explicit rollback turn many bad edits into recoverable operations. Independent version control remains essential.

SCALES

It goes deep

Profiler, memory snapshots, frame debugger, dependency graph. Not just "make a cube" — actually diagnosing why your game is slow.

Mission profiles

Own what runs locally.

Forge does not meter local Actions or mark up external services. Lite is a permanent read-only foundation; the complete local product is a perpetual licence, not software rent.

Forge Lite Planned launch tier
$0 / forever

For evaluating Forge with a hard read-only ceiling.

  • Inspection, index reads & captures
  • Profiler, memory & frame evidence
  • CLI and workspace connectivity
  • No project mutations
  • Commercial use · no royalties
  • No account required
Track Lite
Forge Local product
$79 one-time est.

Recommended $49 launch price for the complete local tool.

  • All local write & destructive Actions
  • Checkpoints, rollback & receipts
  • Visual regression & deep project index
  • Coordinated local workflows
  • Profiler, build & test automation
  • 12 months of updates included
Track Forge launch
Maintenance After year one
$39 / year est.

Optional currency for updates—not rent for owned capability.

  • New Unity-version certification
  • Development-client compatibility
  • New Actions, fixes & support
  • Perpetual fallback if it lapses
Track maintenance
Forge Remote Post-launch
$9 / mo est.

For unattended local work that should not need babysitting.

  • Mobile approvals & push notifications
  • Remote progress, evidence & decisions
  • Remote abort & rollback
  • Second-machine access
Track Remote

See the interface preview →

Forge Studio Later phase
$29 / seat / mo est.

For teams sharing hosted project context and operations.

  • Everything in Remote
  • Shared workspaces, roles & handoffs
  • Approvals and durable audit export
  • Hosted regression CI & priority support
Track Studio

No tier is available for public purchase yet. Prices are owner-approved planning recommendations, not an offer, and final checkout terms control. Forge Remote is the priority post-launch service; Studio comes later. Nothing is charged before an enabled checkout.

Straight answers

The questions you're actually asking.

Do I need a hosted Chydio subscription?

No. Forge Lite and the local Forge product run on your machine without a hosted Chydio subscription. Remote and Studio are separate future services.

How is this different from a basic Unity automation bridge?

Forge adds typed permission tiers, receipts, durable job evidence, and guarded asset or confirmed-plan workflows that can checkpoint and roll back supported mutations. It also provides deterministic visual comparison and deep diagnostics — Profiler, memory snapshots, Frame Debugger, and bounded dependency queries.

Will it break my project?

Guarded asset workflows checkpoint before writing, keep source and .meta state together, and return receipts. Interrupted writes are never automatically replayed. Still, keep independent version control and review changes: the license says plainly that no automated safety feature catches everything.

Does my code or project leave my machine?

Local Actions stay on your computer, and Unity does not connect to Chydio's servers. Project context leaves only when you explicitly choose and approve an external connection.

Can I use it on a commercial game?

Yes, on any tier including free. Ship it, sell it, keep 100%. No royalties, no revenue share, no attribution required — and that right survives even if you cancel a paid plan later.

What Unity versions does it support?

Exact-editor verification includes Unity 2021.3.45f2, 2022.3.62f3, 2023.1.22f1, and 6000.3.0f1. Unity 6000.3.19f1 is the release-certified development lane. Windows is the current verified host; macOS release work is still pending.

Is it stable enough to rely on?

It's pre-1.0 and we'd rather say so. Forge is developed and tested daily on a live 142,000-asset commercial Unity project. Public benchmarks are being published before we make any comparative performance claims.

Launch

Stop clicking. Start shipping.

The local core is working and still pre-1.0. Follow the release program while installer, public distribution, macOS, and remote-security gates are completed.

Forge Lite is planned to remain free and account-free · Public downloads and macOS are still gated