Your AI workforce, inside the engine

Describe what you want built and the real assets appear in your project. Out now for Unreal Engine; Unity and Blender are next.

Unreal EngineAvailable now

RacLink for Unreal Engine

A C++ plugin that puts Hydra in the editor. Describe a Blueprint, a widget or a whole system and it builds the real assets, validated against the engine first.

Version 1.0 · Unreal Engine 5.1 and later

UnityComing soon

RacLink for Unity

The same idea for Unity: an editor window where Hydra creates MonoBehaviours, prefabs and ScriptableObjects against your project's real types.

BlenderComing soon

RacLink for Blender

An add-on for the asset end of the pipeline — scene setup, naming and export conventions handled by an agent instead of by hand, on the way into an engine.

Unity and Blender are in design — nothing to install yet, and no date promised. See plans.