Game engine integration
Cygon Link syncs your environment straight into your engine, so you stop guessing what a layout will feel like in game. Test in real conditions, adjust in Cygon, and iterate faster than ever.


Test in your engine. Adjust in Cygon. Repeat.
Cygon Link syncs your environment straight into your engine, so you stop guessing what a layout will feel like in game. Test in real conditions, jump back into Cygon to adjust, and iterate faster than ever. The back-and-forth that used to cost you a day now costs you seconds.
Cygon Link connects your environment to Unreal, Unity or Godot and keeps it in sync as you work.
Play your layout inside your engine to feel scale, pacing and sight lines exactly as your players will.
Jump back into Cygon, change what needs changing, and see it reflected in-engine right away no re-export.

Sync into Unreal, Unity or Godot
The same environment, live in the engine of your choice.

One way, real time
Your changes flow into the engine instantly, so the loop between build and test disappears.
In practice
From layout to playtest in one click
You just finished a courtyard layout and want to know how it feels at player height. One click on Cygon Link and it stands in your Unreal, Unity or Godot project, geometry and collisions ready to walk.
In game, the archway feels too low. Jump back to Cygon, raise it, and it is already updated in-engine: no waiting. You keep playtesting while the layout is still cheap to change.
Under the hood
What travels through Cygon Link
Cygon Link is not a file export: it is a live session between Cygon and your engine. Geometry, materials, collisions and the scene hierarchy are mirrored on the other side, and every edit flows through as you make it.
The link runs one way, from Cygon to your engine. Cygon stays the single source of truth for your layout: you make your changes there and they flow into the engine as you go, so there is no divergent version to reconcile at the end.
Why it matters
Built for real playtests
Because the loop costs seconds, playtesting stops being a milestone and becomes part of layout work. You check scale, pacing and sight lines at player height several times an hour, from the very first blockout.
When the layout is approved, there is nothing left to hand off: the level already lives in your engine, with clean geometry and collisions, ready for the art pass. And if your pipeline runs elsewhere, the OBJ export covers every other tool.
Discover the other features
Each feature handles one part of your workflow, from first sketch to playable level.
The rest of your toolkit.
Each feature covers one part of the workflow. Together, they take you from first sketch to playable level.
Start building your next environment today
No credit card. No time limit. Your first blockout is 30 minutes away.


