Runs inside Unity, Unreal, and Godot

Farclip reads your scene and tells you how it will play.

Ask a question in your editor. Farclip answers on your live geometry: where movement stalls, what stays hidden, how pacing lands. Before playtest, and before the rework.

Works on your actual project scenes. No exports, no proxy environments, no waiting for playtest.

How it works

Native editor integration that playtests while you build, not after.

No new tool to learn, no scene to export, no separate dashboard to check. Farclip runs on the project you have open right now.

It reads your scene

Farclip parses your actual geometry, layout, and scene logic: paths, elevation, props, entities, and behaviors.

You ask in plain language

Type a question or a change the way you would say it out loud. There is no query syntax to learn.

The answer draws on the geometry

Results appear directly on the scene in your viewport, in place, not in a separate report you have to go read.

Scene understanding

It already knows what it is looking at.

Point Farclip at a scene it has never seen. It identifies the paths, buildings, elevation changes, and props, reports whether the space has entities or behaviors yet, and tells you in plain language what it thinks the space is.

Farclip's read

“This scene contains a collection of paths and buildings indicating a village or city. Large elevation changes and props indicate a mountainous landscape. This scene appears to have no entities or behaviors.”

Layout analysisUnseen scene · no entities or behaviors present

A mountainous fantasy village under Farclip's analysis overlay, with detected paths traced across the terrain and a panel describing the scene contents.

Predicted play

See intensity and pacing before anyone plays it.

Farclip projects beat pacing onto the blockout from layout and entity placement. Prolonged engagements, blind corners, blind corridors, and dead space are labeled in place, while the level is still cheap to change.

Predicted on a greybox pass

Before any encounter work is built around it. Dead space and unintended blind spots are the cheapest problems to fix at this stage and the most expensive to fix after playtest.

Movement predictionBeat pacing from layout and entity placement

A greybox level with colored volumes overlaid. Labels mark prolonged AI engagement, complex engagement, blind corners, a blind corridor, low intensity engagement, and areas of no activity.

What-ifs and iteration

Change the layout with a sentence. Re-check it immediately.

Ask for a variant, a change, or a re-test the way you would describe it to a teammate. Farclip works from the level you already made, using your layout as the template, so what comes back carries your intent instead of replacing it.

Prompt within your builder

“populate another level using this as the template”  ·  “remove clutter and re-test user navigation”

Level creationYour layout as the template

A furnished apartment interior in the editor with Farclip's prompt box open. The typed request reads 'populate another level using this as the template'.

Testimonials

Real teams. Real scenes. Real production pressure.

Early teams are using Farclip on VR releases, simulation environments, and game projects where late spatial rework can cost weeks, scope, and margin.

VR dev is brutal. You lose half your day to the headset-on, headset-off grind just to test minor spatial changes. Farclip broke us out of that. We moved our release up 4 weeks and got to focus on the real question: is this thing fun?

Meredith C., Tech Manager

Blackthorn Games

Our customers need training scenarios that match their exact space. We used to do that as custom work, killing margin. Farclip takes our gold-standard scenarios and adapts them to thousands of facilities. We turned a services problem into a product.

Jason T., COO

Avrio

The pressure in gaming right now is absurd. Players want bigger and bigger games. With no budget for more people, I dreaded cutting scope. Farclip meant we didn't have to. We shipped more levels than planned, and they still feel like ours.

Jon P., Design Director

Sable Falls

Not a wrapper. Not generic AI.

A purpose-built foundation model for spatial logic.

Trained on patented biometric XR movement data and first-party AA/AAA production design data, Farclip applies learned spatial behavior to your actual geometry, layout, and scene logic inside Unity and Unreal.

No synthetic pathsNo statistical averagesNo exports or proxy scenes

Built into your toolkit

Native editor integration for Unity 6, Unreal 5.4+, and Godot 4.2+.

Farclip works inside your existing production workflow, directly on live project scenes using your geometry, layout, and scene logic. Built to support the people doing the work, not replace them.

Unity6
Unreal5.4+
Godot4.2+
Other enginesRequest via our API

Test user navigationAsked and answered in the editor

The Unity editor with Farclip's ask box open. The typed request reads 'Remove clutter and re-test user navigation' above a greybox scene.

Try it free

Run it on your own scene.

Bring Farclip into your Unity, Unreal, or Godot workflow and query your actual scene for flow, sightlines, pacing, dead zones, movement paths, and hidden dependencies while the work is still in progress.