@SebAaltonen Having AI review all our changes (which were already human reviewed) and flag anything that seems high risk, has been something of a game changer for me.
@SebAaltonen All AI code should be reviewed by the person running the agent. Then we still review all changes prior to commit. And then we have another AI review all changes. Sometimes I think its excessive but issues are found at all stages, and each has a slightly different purpose.
@d_linkski Left behind? Not anytime soon. But AI tools would help you do your job even better. Is there a tool you always wanted but never time to write it? Codex can do it while you do your own work. Have some crazy idea but cant spend 2 days testing it? Use Codex to prototype it.
@timsoret@kiaran_ritchie The screenshot method sounds interesting. Verification is still the missing step with Unity that would let us close the loop. MCP can examine scene state but not runtime behavior.
@timsoret@kiaran_ritchie Unity is not entirely opaque to LLMs. We have Unity MCP, and models do an amazing job of working with Unity YAML directly. I still think open web engines are the way to go in the long term though.
@d_linkski@tastethebates I enjoyed it! But I didnt read the sequels for some reason. Tomorrow there is new Dungeon Crawler Carl though so I'll be reading that.
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@sebify It makes me happy to see experienced, pragmatic engineers getting to grips with this tech. Its has a lot of awesome uses, but it isn't magic like some people claim.
One of the issues with using AI for Unity coding is that the training data must contain an awful lot of bad Unity code and shady practices. I constantly have to remind it not to do things like looking up all scene objects using strings.
@sebify Places where I find it most useful are prototyping, and tools. Also Codex seems far more capable for me than anything else I've tried for Unity work.
@DoctorGester@SebAaltonen I've had a little success with telling our systems that we validate our references at build time so we dont need to do it at runtime. Doesn't always work though.
@seconds_0 Meshy 6 is fantastic but it's still far from perfect. Often adds extra fingers or even hands, and has a hard time with perspective. At the rate that tech is evolving though I expect most of it to be fixed in Meshy 7.