--- 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.