PBR materials & lights
Metal/roughness materials with directional, point and spot lights, cascaded sun shadows and shadowed spot and point lights.
Features
GRIT is free, and it ships the systems other engines leave to plugins and store purchases. 17 of them are marked Paid add-on elsewhere, and a few that almost no engine has at all are marked Rare in other engines. They're first-party, they work together, and the agent knows how to use every one.
Studios
A dedicated tool for each system, docked in the Studio layout or pinned beside the agent in Vibe mode. The agent drives the same systems through typed commands.
Scene
Viewport
Scene and game views, gizmos, play mode
Hierarchy
The scene's entity tree
Inspector
Components, materials, bakes
Assets
Project files and import settings
Library
Browse and add library assets
Asset Requests
Files the agent asks you for
2D & UI
Tilemap
Paint and auto-tile
Sprites
Procedural pixel art
Sprite Anim
Clips from sprite sheets
UI Designer
Flexbox UI and touch controls
Rendering & world
Model Generator
Trees, rocks and plants
Model Authoring
Props and characters via Blender
Lighting
Sun, sky and environment
Shader Graph
Node shaders to WGSL
Texture Graph
Tiling PBR maps
VFX Studio
GPU particle graphs
Animation
Animator
State machines and blend trees
Animation Preview
Scrub, trim and retime clips
Fur Studio
Paint fur onto models
Timeline
Sequenced events
Gameplay
Rules
Event-condition-action logic
State Machine
FSM graphs
Input
Actions and bindings
Tags
Tags, layers, sorting
Physics & audio
Collision Layers
Named physics layers
Collision Matrix
Which layers collide
SFX
Synthesize sounds
Audio Mixer
Buses, snapshots, reverb
Project & testing
Project Settings
Display, build, publish
Save State
Slots, diffs, time travel
Localization
Translations and coverage
Playtest
Telemetry and heatmaps
Multiplayer
Sessions, peers, conditions
Profiler
Frames, scripts, findings
Rendering
Physically based shading, baked global illumination and a full post stack on wgpu: DirectX 12, Vulkan and Metal on desktop, WebGPU with a WebGL2 fallback in the browser.
Metal/roughness materials with directional, point and spot lights, cascaded sun shadows and shadowed spot and point lights.
A progressive path-traced lightmapper with bounces and denoising, plus light probe volumes and box-projected reflection probes.
SSAO and SSDO, screen-space reflections, TAA, FXAA and MSAA, bloom, depth of field, motion blur, tonemapping, colour grading and vignette.
CRT, palette and pixelation passes, screen shake and an underwater pass, for retro and stylized games.
Fur and hair with fins, gravity, wind, clumping and collision, painted onto a model in the Fur Studio.
Projected decals, LOD groups, occlusion culling, GPU morph targets and texture streaming within a memory budget.
A node shader editor that compiles to WGSL with a live preview, and a node graph that generates tiling PBR maps.
Compute-simulated particles authored in a node graph, with presets to start from, plus a classic particle system with force fields.
Sky & water
A sun that moves, weather that rolls in and water that reacts, all driving the same lighting, sound and physics.
The sun and moon placed by time of day and latitude, with sky scattering, sun and ambient light that follow, in a realistic or cartoon style.
Clear, cloudy, overcast, rain, storm, snow, fog, sandstorm and aurora, ramped smoothly between, with precipitation, lightning and thunder you can hook gameplay to.
Volumetric clouds, volumetric and height fog, and light shafts, all driven by the weather.
Looping rain and wind beds whose volume follows the downpour and the wind speed.
Eleven presets from realistic and stylized ocean to river, pool, tropical shallows, swamp, frozen lake and lava, with layered waves, depth foam and refraction.
Bodies float and bob on the waves, leave wakes and splash as they hit the surface. Frozen water becomes walkable ice.
Waterfalls with mist and spray that ripple the pool below, and an underwater view with its own fog and tint.
World building
Terrain, roads and layout tools that work together, so the agent can block out a level and keep building it into a place.
SDF volume terrain and heightfields with sculpting, splat painting, islands, caves and tunnels, holes, streaming and LOD.
Thermal and hydraulic erosion to weather a sculpted landscape into something believable.
Banked roads, spline lofts for pipes, cables and rails, instancing along a spline, and followers for moving platforms and patrol routes.
Town, biome, dungeon and maze layouts extruded into walkable levels, and Poisson scatter for props.
Instanced foliage and scatter that bends in the wind and parts as characters walk through.
2D tilemaps with auto-tiling terrain rules, sprites and sprite masks, sorting layers, and 2D lights with shadows.
Physics
An in-house 2D and 3D physics engine with the systems you'd normally buy separately.
2D and 3D bodies with continuous collision detection, compound colliders, sleeping, physics materials and a collision matrix.
2D and 3D joints and constraints, and ragdolls built from a skeleton in one call.
A drivable vehicle in one call: wheel colliders, suspension and a vehicle controller.
Pinned cloth with wind and colliders, simulated on the GPU at thousands of particles.
A position-based particle fluid for pours and floods, rendered as a smooth surface.
Voronoi fracture into debris for walls, crates and anything that should break.
Ready-made 2D and 3D character controllers for players and NPCs.
AI & crowds
Navigation and behaviour you can read as data, so you and the agent can both reason about it.
Navmesh baking, pathfinding, off-mesh links and crowd agents that avoid each other.
Boids flocks of a thousand agents and more, simulated on the GPU.
Event-condition-action rules and state machines in visual editors, stored as data you can diff.
Animation
Skeletal animation from import to state machine, with procedural motion when you don't have clips.
State machines with blend trees, layers, joint masks and root motion, edited in a node graph with live preview.
Walk and run cycles generated from the skeleton, with feet planted on uneven ground. No clips needed.
Two-bone and look-at IK, spring bones for hair and tails, and humanoid retargeting across rigs.
Blend shapes for faces and correctives, evaluated on the GPU.
Virtual cameras with blends, follow and aim, and a timeline for cutscenes and scripted moments.
Clips cut from sprite sheets, played by the same Animator.
Audio
Spatial audio with a mixer, and sound you can make without a sample library.
3D sound with occlusion, reverb zones, buses and mixer snapshots.
Seamless ambience loops, footsteps on ten surfaces, impacts by material and thunder, generated in the engine.
Footstep sounds picked from the terrain layer under each step, so grass, gravel and wood each sound right.
A built-in synth with oscillators, envelopes, filters and modulation for UI and game sounds.
Gameplay
Real code where you want it, inspectable data everywhere else, and an editor for each system.
A typed C# subset with familiar GameObject and Transform APIs, coroutines and LINQ, IntelliSense in the editor, compiled ahead of time and run sandboxed.
HTML-like UI laid out with flexbox and styled with rules, right-to-left text, safe areas for notches, and mobile touch controls in one click.
Save slots and persistent state, encrypted per project with tamper detection, and entities kept alive across scene loads.
A map or radar that follows the player, with icons, rotation and fog of war that clears as you explore.
Let players place buildings on a grid with a ghost preview, rotation, slope and clearance checks, and costs paid from a currency.
Damage and healing numbers, crits, nameplates, interaction prompts, speech bubbles and quest markers, animated and facing the camera.
Tween any component field with easing, and timers that raise a signal when they run out.
Action maps for keyboard, mouse, gamepad and touch, with reusable profiles.
A translation table with plurals, interpolation, a missing-key scanner and CSV/JSON import and export.
Prefabs with variants, overrides and pooling.
Multiplayer
Host and client multiplayer over UDP, encrypted from the handshake on.
X25519 key exchange and ChaCha20-Poly1305 encryption with replay protection, and optional server identity pinning.
Delta snapshots, bit-packing and interest management, with RPCs.
Server-authoritative input with anti-cheat rules for speed, teleports and rate limits.
LAN lobbies with ready states, host migration, and simulated lag and packet loss for testing.
Testing
Playtests that run without you, and a profiler that tells you what to fix.
Headless sessions that report deaths, collisions, stuck spots, unreachable areas and bottlenecks, with heatmaps and trajectory replay.
Frame timeline, timings, script costs and findings, with a budget monitor, memory audit and Chrome trace export.
Inspect variables and save slots, diff snapshots and step back in time.
Settings that cancel each other out are flagged in the inspector with a Fix button.
Export
Publish to the web in one click, or export a native build for your desktop.
A playable link on GRIT, private, unlisted or public. Only changed files upload.
A standalone build for the Windows or macOS machine you're on, with code signing, and the same bundle the web player runs.
Workflow
Undo everything, version everything, and bring your existing assets.
Branches, conflict resolution, file history and publishing to GitHub, in the editor and available to the agent.
Versioned snapshots of your project, taken when you save, on a timer, and before large agent edits.
glTF, FBX and OBJ models, PNG, JPG, WebP, KTX2, TGA and BMP textures, WAV and OGG audio, TTF and OTF fonts, re-imported as you edit them.
Undo transactions across every tool, and keep the changes you made while playing.
Drive the engine from Claude Code, Codex and other MCP clients, and give the in-editor agent your own MCP servers.
Top-down RPG, 2D platformer, space shooter and grid puzzle briefs, or a blank project.
Every system on this page is in the free plan. GRIT Pro adds the paid asset library and more room online.