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+ ---
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+ license: cc-by-4.0
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+ language:
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+ - en
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+ tags:
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+ - unity
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+ - unity6
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+ - csharp
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+ - code-review
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+ - bug-detection
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+ - llm-evaluation
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+ - code
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+ pretty_name: UnityBench (by 14Dimension Enterprise)
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+ task_categories:
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+ - text-generation
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+ size_categories:
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+ - n<1K
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+ configs:
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+ - config_name: review_bugs
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+ data_files: data/review/bugs.jsonl
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+ - config_name: review_clean
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+ data_files: data/review/clean.jsonl
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+ - config_name: knowledge
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+ data_files: data/knowledge/*.jsonl
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+ ---
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+
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+ # UnityBench — by **14Dimension Enterprise**
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+
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+ **A two-track evaluation for Unity 6 / C# coding models: domain *knowledge* + real-world *bug review*.**
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+
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+ Generalist code models are strong — but how well do they actually handle **Unity 6**, and can they
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+ find **real bugs in real game code** without crying wolf? There was no good public answer. This is one.
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+
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+ Built by **14Dimension Enterprise** from a shipping Unity TRPG — bugs and fixes reconstructed from real
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+ version-control history. **Code:** https://github.com/leegod/unitybench
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+
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+ ---
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+
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+ ## Tracks
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+
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+ **1. Knowledge** (`data/knowledge/`, ~146 items) — Unity 6 lifecycle/API Q&A + short
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+ "write this MonoBehaviour" compile tasks. Tests whether a model actually knows *current* Unity 6
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+ (post-cutoff API, common pitfalls).
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+
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+ **2. Review** (`data/review/`, 24 buggy + 22 clean) — real Unity **gameplay** methods, each in two
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+ states: the **pre-fix (buggy)** version and the **post-fix (clean)** version, reconstructed from
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+ version-control history. Measures two things at once:
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+ - **Recall** — does it flag the *real* bug? (`review_bugs`)
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+ - **Specificity** — does it stay quiet on already-fixed/clean code instead of crying wolf? (`review_clean`)
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+
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+ ## 🏆 Leaderboard — Review track
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+
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+ Bug detection on real Unity gameplay code (24 bugs / 22 clean). Recall = real bugs flagged.
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+ Quiet = clean methods left alone. Balance = harmonic mean.
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+
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+ | Model | Recall | Quiet (specificity) | Balance |
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+ |---|---|---|---|
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+ | **Qwen3-Coder + project-context (RAG)** | 67% | **82%** | **73** |
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+ | Qwen3-Coder (open, no context) | 92% | 23% | 36 |
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+ | Gemini 2.5 Pro | 67% | 18% | 29 |
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+ | Claude Sonnet 4.5 | 46% | 18% | 26 |
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+ | GPT-5.5 | 100% | 9% | 17 |
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+
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+ **What jumps out:** every frontier model over-flags on real game code (high recall, low
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+ specificity); injecting the project's own conventions (RAG) is the single biggest lever — it nearly
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+ **4×'d** the balance of the same base model. Binary recall/specificity is necessary but not
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+ sufficient — see the [repo README](https://github.com/leegod/unitybench) for the judge-based
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+ precision analysis.
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+
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+ ## Fields
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+
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+ - `review_bugs`: `id`, `code` (buggy method), `bug` (description), `severity`, `context_needed`
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+ - `review_clean`: `id`, `code` (fixed method)
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+ - `knowledge`: Unity 6 Q&A / compile tasks
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+
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+ ## License & citation
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+
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+ **Data:** CC-BY-4.0 — free to use, including commercially, **with attribution to 14Dimension Enterprise**.
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+
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+ ```bibtex
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+ @misc{unitybench2026,
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+ title = {UnityBench: Unity 6 Knowledge \& Real-World Bug-Review Evaluation},
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+ author = {14Dimension Enterprise},
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+ year = {2026},
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+ url = {https://github.com/leegod/unitybench}
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+ }
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+ ```
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+
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+ — Built and measured hands-on by **14Dimension Enterprise** while shipping a Unity game.