Want to see @ GDC the latest collaboration solutions for Unity production pipelines?
We're working at levelling up the tooling to accelerate the collaboration between your team, your, and project data.
If you're in charge of a team, we'll have a demo for you. Please reach out!
Folks. Can I explain something about world models? Seems like today might be a good day for that.
Advances in large-scale “world models” — whether developed by partners like Google or others — materially expand the frontier of interactive content creation. These models can generate high-quality, interactive, video-like experiences from natural language or minimal input.
Today, they are primarily editable through prompting, which limits the level of determinism and precision required for production-grade game mechanics. As a result, their outputs remain probabilistic and non-deterministic, making them unsuitable on their own for games that require consistent, repeatable player experiences.
Rather than viewing this as a risk, we see it as a powerful accelerator. Video-based generation is exactly the type of input our Agentic AI workflows are designed to leverage—translating rich visual output into initial game scenes that can then be refined with the deterministic systems Unity developers use today. Our agents already generate high-quality scenes from static video. Interactive, camera-controllable video from world models would further enhance this pipeline and materially improve the fidelity and speed of early-stage content creation. We believe this represents a meaningful step forward for AI-driven development across the industry.
Unity’s role is to operationalize these advances. Outputs from world models are ingested into Unity’s real-time engine, where they are converted into structured, deterministic, and fully controllable simulations. Within Unity, creators define physics, gameplay logic, networking, monetization, and live-operations systems to ensure consistent behavior across devices and sessions.
This combination enables developers to move faster from concept to scalable product: AI accelerates environment and asset generation, while Unity provides the execution layer that transforms generated content into reliable, monetizable experiences.
As a result, world models expand content supply and reduce development friction, while Unity remains the system of record for runtime, distribution, and long-term operations. This dynamic broadens Unity’s addressable market and reinforces its central role in the interactive ecosystem.
Hi #Unity friends - we’re looking for animators, UI artists, designers, generalists, level designers, gameplay & pipeline folks at #Unite2024 for Pre-alpha hands-on feedback sessions. Each session is 1h15, please register interest by email [email protected]
#Unite2023 is right around the corner, and I'll be attending to speak about Creating better Editor and game interfaces faster with UI Toolkit! I'm hoping to see many of you there. If you want to know more about the different sessions and the schedule: https://t.co/NdeiVQXeo0
@prime_31 Regarding this issue in particular, did you submit a bug? Or could you add more context? We'd like to get that clarified but would need more data.
@prime_31 I prefer not to engage in the debate over whether Unity should be involved in game-making. There are numerous other methods to ensure the reliability of code, yet bugs may still slip through or features may not be utilized as expected.
👀 Curious about updates to DOTS, render pipelines, Editor tooling, and platform support, coming soon in #Unity 2022.2 Tech Stream?
📢 Join us this Wednesday on Twitch (https://t.co/vFrZcXW0O3) as we dive into these tools and features with devs behind the tech.
⛰️ Shouting the news from the peaks of the Misty Mountains: Unity intends to acquire @weta_digital, picking up its industry-leading tools and engineers. Can’t wait to see our creators and artists push the boundaries of RT3D. https://t.co/8uhbDzPRvK https://t.co/acTSXCmKDP
@TienMTam@unity3d Thank you for your feedback, we understand your frustration. We're currently developing an extensible foundation for building node-based graph tools, which will be fully supported and documented. Expect an announcement sometime next year.
Loving this initiative and partnership between LEGO Games and @Unity3D for the @LEGOIdeas contest 🙌 Learn how you can make your own game ⬇️ https://t.co/WnzoQgytgn
@brunomikoski Regarding the longevity of the feature though, we value the time invested learning our product and we want to ensure UI Toolkit can be used for all your editor extensibility and runtime requirements.
If you have more feedback, feel free to share in the Unity forums. Cheers!
@brunomikoski Hi Bruno - just dropping by to mention we're planning to reduce some of the boilerplate by improving our data binding solution next year. We're also currently addressing documentation and overall quality of the tooling.
@arsalgames @unity3d This sounds definitely appealing to me.
I’d be curious to know what set of tasks you’d like to do on an iPad? It’s hard to imagine when we would have a full Unity experience running on a tablet but there’s probably some isolated workflows that would make a lot of sense.
@MChuduk@unity3d I agree what would be great. This year we're focusing on bringing the framework to runtime and provide visual authoring workflows.
Next year we'll start looking at new rendering effects like shadow and gradient. Stay tuned and thanks for your feedback!