Built to keep your whole game project in one place
A modern game project lives across the engine editor, generated code, shaders, assets, build pipelines, debugging tools, and tests, worked on by a whole team. Rider keeps that context together.
In-house engines
Each engine has its own project model, generated code, debugging flow, and tooling conventions. Rider is aware of them all, so you stay in one environment whether you're shipping on Unreal, Unity, Godot, or proprietary tech.
Deep C++ and engine-model awareness for Unreal workflows.

Most tools handle one slice of the process and hand you off to the next. Rider is built to hold the whole thing, from gameplay scripting down to engine internals.
Code analysis runs in a separate process to keep the UI responsive in large codebases. By default, engine code is indexed in the background after non-engine code is parsed, so you can start typing or navigating through your project seconds after you open it.
Debug gameplay and engine code and investigate runtime behavior without losing development context.
Change code confidently with refactorings that understand engine APIs, project structure, generated code, and the assets that reference it.
Work with Perforce, Git, code reviews, CI/CD, and build automation out of the box. Add JetBrains Qodana to run the same inspections and security checks you get in the editor across the whole codebase in CI.
Run, debug, and profile tests from NUnit, xUnit, MSTest, Google Test, and Boost.Test, plus tests written with the Unreal Engine Automation Test Framework and Unity Edit Mode and Play Mode tests, without leaving the IDE.
Write game logic, UI code, input handling, and ECS systems with engine-aware completion and inspections.
Navigate, debug, and refactor engine systems, low-level C++, generated code, and build logic.
Build and maintain editor extensions, importers, asset pipelines, and studio automation.
Navigate, edit, and review ShaderLab and HLSL shader files alongside the rest of your game project.
Understand where your code is used, including Blueprints, serialized assets, scenes, prefabs, and engine or editor references.
Work on game services and servers, telemetry, live-ops tools, CI and build infrastructure, and internal production workflows.
Build, deploy, and debug across desktop, mobile, web, and console from the same IDE.
Windows, macOS, and Linux
iOS and Android
Platform-specific console workflows via plugins and verified access
Browser-based and web platform games
Standalone and PC VR through Unity and Unreal Engine
Combining feature-rich code completion and refactoring tools with deep integration to the Unreal Engine toolset is fertile ground for transformative workflow improvements.
Ben Marsh
Lead Programmer at Epic Games

Tristan Louet
Lead Programmer
at Tarsier Studios
Visual Studio kept freezing on the Little Nightmares team's Unreal codebase. After switching to Rider, the studio cut its tooling costs by 50%.
Kevin Le
Principal Software Engineer
at Second Dinner
The studio behind Marvel Snap switched to Rider for speed on a huge Unity codebase. Now it's the default editor for most of the team.

Reinaldo Vieira
former Project Director
at SURREAL Events
SURREAL Events' project director asked Junie in Rider to solve a quaternion problem. He then went to play the piano and came back to a compiled, tested solution.
Tutorials, documentation, migration guides, and community support to get your team productive in Rider faster.
Guided workflows for Unity, Unreal Engine, Godot, and custom engines.
Information about setup, engine support, debugging, testing, platform workflows, and reference material.
Resources to help you move from existing tools and workflows with less friction.
A place to ask questions, compare workflows, and learn from other game development teams.
Start free for non-commercial use, or explore commercial plans for studio workflows.
对非商业用途免费
Commercial licensing for teams
Available as part of dotUltimate and All Products Pack