what can I do with grok build?
**Grok Build** is xAI’s powerful new **terminal-native coding agent** (launched in beta in May 2026). It brings a specialized version of Grok directly into your terminal as an interactive AI coding assistant designed for real software engineering work.
### What Can You Do With Grok Build?
Here’s what it excels at:
**1\. Interactive Coding in Your Terminal (TUI)**
- Run grok in any project folder for a fullscreen, mouse-interactive coding session.
- Explain codebases, walk through specific files, or ask it to explore architecture.
- Generate, edit, refactor, or debug code across multiple files.
- Run builds/tests with live streaming output.
- Perform Git operations (stage, commit, push, branch management).
- Search code fast and navigate large repositories.
- Use real-time web search for documentation or package info.
**2\. Plan Mode (Great for Complex Tasks)**
- Start with a structured plan instead of jumping straight into edits.
- Review, approve, comment on, or rewrite plans step-by-step.
- See clean diffs before any changes are made.
- Perfect for bigger features, refactors, or new projects.
**3\. Subagents (Parallel Work)**
- Delegate tasks to specialized subagents that run in parallel.
- Each has its own context window and can work in isolated worktrees.
- Useful for research + implementation + review workflows.
**4\. Skills, Plugins & Customization**
- Automatically adapts to your project using AGENTS.md, hooks, and conventions.
- Create reusable **skills** from your sessions (/skillify).
- Install plugins from marketplaces or self-host them.
- Connect external tools via **MCP servers** (e.g., Linear, Sentry, Postgres, browsers).
- Add hooks that run scripts when files are edited or tools are called.
**5\. Headless / Scripting Mode**
- Run it non-interactively in scripts or CI/CD:
```markdown
grok -p "Explain this codebase"
grok -p "Refactor the auth module" --output-format streaming-json
```
- Great for automation and bots.
**6\. Build Your Own Agents (via API)**
- The underlying model (grok-build-0.1) is available on the xAI API.
- Optimized for **agentic** workflows (planning, tool use, multi-step tasks).
- Use it in your own tools, IDE integrations, or agent frameworks.
- Also available on OpenRouter and Vercel AI Gateway.
### Quick Start
**Install (one command):**
```markdown
curl -fsSL https://x.ai/cli/install.sh | bash
```
Then just run:
```markdown
cd your-project
grok
```
It works with **any language** and **any codebase**.
### Availability
- **CLI/TUI**: Early beta — available to **SuperGrok** and **X Premium+** subscribers.
- **Model via API** (grok-build-0.1): Public/early access.
### Official Resources
- Install & landing page: [https://x.ai/cli](https://x.ai/cli)
- Documentation: [https://docs.x.ai/build/overview](https://docs.x.ai/build/overview)
- Announcement: [x.ai/news/grok-build-cli](https://x.ai/news/grok-build-cli)
**In short**: Grok Build turns your terminal into a full-featured AI software engineer that can plan, code, review, and automate — while fitting into your existing workflow instead of forcing you into a new IDE or interface.
Would you like help installing it, examples of prompts to try, or details on using the API version?
Can I use grok build with Unity to code games? does it plug into a Unity MCP?
**Yes**, you can use **Grok Build** with Unity to code games — and it can connect to a Unity MCP server for deeper integration.
### 1\. Using Grok Build for Unity Game Development
Grok Build works with **any codebase and any language**, including Unity projects (C# scripts, prefabs, scenes, etc.).
**What it can do well:**
- Edit and generate C# scripts (MonoBehaviours, ScriptableObjects, etc.)
- Refactor code across multiple files
- Understand your project structure when you run grok inside a Unity project folder
- Run terminal commands (builds, tests, Unity CLI commands if set up)
- Use **Plan Mode** for bigger features or systems
- Use **subagents** for parallel work (e.g., one for gameplay logic, one for UI, one for testing)
- Git integration, code review, etc.
Many people already use Grok models successfully for Unity game dev. Grok Build (being a specialized agentic coding tool) is even better suited for larger, multi-step game development tasks.
**Limitations without MCP:** It mainly works at the **file + terminal level**. It can read/write.cs files and run commands, but it doesn’t natively control the running Unity Editor (e.g., live scene manipulation, asset database queries, play mode control).
### 2\. Unity MCP Support — Yes, It Plugs In
**Yes** — Grok Build supports **MCP (Model Context Protocol)** servers natively.
Unity has official + community **MCP servers** that turn the Unity Editor into a tool server. Once connected, Grok Build can:
- Create GameObjects
- Modify components
- Query scenes/assets
- Control play mode
- And other editor actions
This is the same system used by tools like Claude Code and Cursor.
A Reddit user even specifically mentioned being able to " **wire it up to Unity MCP** " with Grok Build.
### How to Connect Grok Build to Unity MCP
1. **Install Unity’s MCP package** in your project (Use the official com.unity.ai.assistant package or a community one like mcp-unity / IvanMurzak’s Unity-MCP).
2. **Start the MCP server** inside Unity Editor (usually happens automatically when the package is active).
3. **Add the MCP server in Grok Build** (run these in your terminal):
```markdown
# Add a Unity MCP server (example — adjust command based on your Unity MCP package)
grok mcp add unity --scope project -- npx <your-unity-mcp-command-or-connection>
# Or using the full syntax
grok mcp add unity -t stdio --scope project -- <command>
```
Useful commands:
- grok mcp list — see connected servers
- grok inspect — check what MCP servers Grok Build discovered
- grok mcp add-json — for more complex configs
You can also configure MCP servers in:
- ~/.grok/config.toml (global)
- .grok/config.toml (project-specific)
### Recommendation
| Use Case | Recommendation | MCP Needed? |
| --- | --- | --- |
| Writing/editing C# scripts | Just run grok in your Unity folder | No |
| Big systems & architecture | Use **Plan Mode** + subagents | No |
| Deep editor control (scenes, play mode, etc.) | Connect **Unity MCP** | Yes |
| Full agentic game dev workflow | Use both (files + MCP) | Recommended |
**Would you like me to give you the exact steps** for setting up a specific Unity MCP package with Grok Build (e.g., the official one or a popular community one)? Or examples of good prompts to use with Unity projects?
### Grok Build
Beta
Early access for SuperGrok and X Premium+ subscribers