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