| --- |
| license: cc-by-4.0 |
| language: |
| - en |
| tags: |
| - unity |
| - unity6 |
| - csharp |
| - code-review |
| - bug-detection |
| - llm-evaluation |
| - code |
| pretty_name: UnityBench (by 14Dimension Enterprise) |
| task_categories: |
| - text-generation |
| size_categories: |
| - n<1K |
| configs: |
| - config_name: review_bugs |
| data_files: data/review/bugs.jsonl |
| - config_name: review_clean |
| data_files: data/review/clean.jsonl |
| - config_name: knowledge |
| data_files: data/knowledge/*.jsonl |
| --- |
| |
| # UnityBench — by **14Dimension Enterprise** |
| https://www.14dimension.com/ |
|
|
| **A two-track evaluation for Unity 6 / C# coding models: domain *knowledge* + real-world *bug review*.** |
|
|
| Generalist code models are strong — but how well do they actually handle **Unity 6**, and can they |
| find **real bugs in real game code** without crying wolf? There was no good public answer. This is one. |
|
|
| Built by **14Dimension Enterprise** from a shipping Unity Game — bugs and fixes reconstructed from real |
| version-control history. **Code:** https://github.com/leegod/unitybench |
|
|
| --- |
|
|
| ## Tracks |
|
|
| **1. Knowledge** (`data/knowledge/`, ~146 items) — Unity 6 lifecycle/API Q&A + short |
| "write this MonoBehaviour" compile tasks. Tests whether a model actually knows *current* Unity 6 |
| (post-cutoff API, common pitfalls). |
|
|
| **2. Review** (`data/review/`, 24 buggy + 22 post-fix) — real Unity **gameplay** methods, each in two |
| states: the **pre-fix (buggy)** version and the **post-fix** version, reconstructed from |
| version-control history. We measure **recall** (does it flag the *real* bug?) — and the "post-fix" |
| set turned out to be a **methodology finding**, not a clean specificity control (see below). |
|
|
| ## Review track — a methodology finding, not a leaderboard |
|
|
| We ran seven models on 24 buggy + 22 "post-fix" gameplay methods, expecting to rank them by recall |
| and specificity. We are **not** publishing a balance ranking — here's why. |
|
|
| | Model | Recall (real bug flagged) | Flag rate on "post-fix" methods | |
| |---|---|---| |
| | GPT-5.5 | 100% | 91% | |
| | Opus 4.8 | 100% | 100% | |
| | Qwen3-Coder (open, no context) | 92% | 77% | |
| | Gemini 2.5 Pro | 67% | 82% | |
| | Qwen3-Coder + project context (RAG) | 67% | 18% | |
| | Gemini 3.1 Pro | 62% | 55% | |
| | Claude Sonnet 4.5 | 46% | 64% | |
|
|
| A naive harmonic-mean "balance" would rank GPT-5.5 and Opus 4.8 last — and that is wrong. We |
| hand-read their flags on the "post-fix" methods, then ran a convention-aware per-flag judge |
| (cross-checked by two independent judges) across all models: the thorough frontier models' flags are |
| **predominantly real review issues** (unchecked return values, missing null guards, non-atomic reward |
| grants, missing idempotency, `Resources.Load` null, `OnDestroy` on scene-unload), not false positives. |
| The ground truth is the problem: a "post-fix" method is the version where *one* bug was fixed, not a |
| method with *zero* issues, so "specificity" punishes the most thorough reviewer. Binary |
| recall/specificity is the wrong instrument; the right one is a per-flag verdict — but two independent |
| judges disagree enough (46–88% agreement) that absolute precision needs human gold labels, which is |
| why only recall + flag-rate are shown here. See the |
| [repo README](https://github.com/leegod/unitybench). Treat this as a case study in why |
| bug-detection benchmarks are hard. |
|
|
| ## Fields |
|
|
| - `review_bugs`: `id`, `code` (buggy method), `bug` (description), `severity`, `context_needed` |
| - `review_clean`: `id`, `code` (fixed method) |
| - `knowledge`: Unity 6 Q&A / compile tasks |
|
|
| ## License & citation |
|
|
| **Data:** CC-BY-4.0 — free to use, including commercially, **with attribution to 14Dimension Enterprise**. |
|
|
| ```bibtex |
| @misc{unitybench2026, |
| title = {UnityBench: Unity 6 Knowledge \& Real-World Bug-Review Evaluation}, |
| author = {14Dimension Enterprise}, |
| year = {2026}, |
| url = {https://github.com/leegod/unitybench} |
| } |
| ``` |
|
|
| — Built and measured hands-on by **14Dimension Enterprise** while shipping a Unity game. |
|
|