Unity / C# consultancy · Straylight Code Ltd

Making games the right way with AI.

AI made your team faster. Everything downstream has to keep up.

Real engineers with 15+ years shipping on PlayStation, Xbox, PC, mobile and XR, and four years building with AI. Not another AI tool.

What we solve

The tools got faster. The rest of it didn't.

  • Nobody owns the AI bill, and it goes up every month.
  • Which model actually works best on your codebase is a guess.
  • Output went up. Review didn't.
  • Crash reports and player feedback arrive faster than anyone can read them.
  • Cert failures still arrive late, on rules published months ago.
  • It compiles, it runs, it's wrong, and it surfaces at the milestone.
  • Nothing tells you whether the output is getting better or worse.
  • Everyone on the team uses it differently, and none of it is written down.
  • Nobody has checked what the tools keep, or what the platform agreement says about it.
  • Some work can't go to a cloud model at all.

How we solve it

Start here

1. Advise

We look at what you're running and hand back something you can act on without us.

  • What the tools cost, and what they keep
  • Which model is actually best on your code
  • Where review stopped happening
  • Yours whether or not anything follows
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Then build it

2. Execute

We build it with you, on your repo, and leave you able to extend it.

  • Guardrails, review gates, and the rules your tools work to
  • Triage, QA, cert and asset pipelines
  • Local models and fine-tuning where nothing can leave
  • Yours to change after we've gone
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Every release

3. Maintain

Someone senior reads what the automation flags, before it ships.

  • Fortnightly or monthly, matched to your releases
  • Prioritised by what the tooling surfaced
  • Output measurement, kept current as the codebase moves
  • Not a hire
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Why Straylight Code

  • Unity and C# specialists, focused on what goes wrong in them
  • We've run engineering teams of thirty-plus, with live incidents every three or four days
  • We read code nobody on the team wrote, and work out what it actually does
  • We have taken builds through console certification and store submission, so we know what gets a build rejected
  • Four years building and running live games with AI
  • We cut a previous title's release cycle from four weeks to three
  • We fix the dev process too, so new holes stop opening after we leave

The work

We started with our own Unity project: architected properly, handed to Claude, and documented as it broke. The writing covers the same ground: what these tools get wrong in Unity, and what to do about it.

2026-08-18Unity · C# · Claude/Cursor

Everything ran at sixty until it left the editor

A Unity lane defence game that held 60fps in the editor and managed 20 on a mid-range phone. Every cause was readable in the code, and nobody had opened the Profiler.

Read the teardown →
2026-09-08

The MCP and skills stack for Unity, concretely

The MCP and skills stack for Unity in September 2026, concretely: which servers and skills fix the context blind spot, which ones just add control, and why Unity deprecated its own MCP server in favour of a CLI.

Read the article →

Everything we've written →

Research · Models

What the AI coding tools actually cost

We track the tools studios are building with, because a plan's published price rarely tells you what it costs to use. The workings are published in full, and re-checked as prices move.

AI coding plans, ranked by value

Every plan worth buying, ranked by capability per dollar, with the cheapest credible place to get each model and the free ones that come close.

Verified 2026-08-05See the ranking →

FAQ

How much does this cost?

A fixed price rather than an hourly rate, agreed before any work starts. The figure comes out of a short scoping call, once we both know what the work is.

We've already got AI tools running. What would you change?

That's what the first engagement finds out. Usually: what you're paying for and whether it's the right thing, what the tools keep, and which changes are going out without anyone reading them.

Do we have to drop the tools we're using?

Not necessarily. We'll always try and keep what you already have.

How is this different from buying a tool?

A tool does the work. What we build is yours, fits how you ship, and doesn't change when someone's pricing does.

Can you work with our existing team?

That's how the build works. We do it with your engineers on your repo, so they can change it after we've gone.

We don't want a project. We just want someone senior looking at what's going out.

That's the ongoing tier. The changes in each release get read before it ships, on whatever cycle you already release on. It doesn't need anything else first.

We're under NDA on console SDKs and unreleased content. Does that rule this out?

No. Which tools retain what, and what can't leave the building, is part of the assessment.

Do you use AI tools to do the work?

We use tools to assist with analysis, but the assessment is ours. The value is in engineering judgment, not automated scanning.

Is this only for games?

No. Unity runs a lot of training, simulation and visualisation work, and none of this is specific to games.

What about other engines: Godot, Unreal?

We specialise in Unity/C#. If you're on another engine, we can refer you to someone who knows it.

Book a discovery call

30 minutes. We'll ask about your setup, you'll get honest feedback, and we'll tell you whether we can help, and how.

Book a discovery call

[email protected] · replies within 1 business day