Tell me, have you got any grand, heroic tales from your journeys? I'd love to hear a good story.
Step into Samsung’s Odyssey Tavern at Gamescom 2026!
Find us in Koelnmesse Hall 9 to experience the world of Crimson Desert.
Repost to claim your exclusive Samsung Odyssey loot bag!
#gamescom2026 #Crimsondesert #Odyssey #SamsungMonitor #Playsamsung
Use #Unity to create real-time hairstyle switching.😊
https://t.co/sUX5y62nGW
Come and subscribe to my Fanbox to download this project #Unity#VFX#shader#realtime
It’s in development but isn’t nearing release yet.
It’s not pixel streaming. Rather, it’s a gameplay networking protocol designed by Unity (resembling the ones existing in engines already) that downloads some content prior to starting, then runs most gameplay logic on the server, and then simulates and predicts frames on the player’s machine to compensate for latency and run at full frame rate.
The initial version will be aimed at running compatible reasonably-small, self-contained Unity games, then will scale up from there. It will go through a similar moderation pipeline. We expect localization will be by the developer (rather than automated), an option we hope to support in UEFN by the time of launch.
UEFN features are expanding over time too. I recommend building today with the tools available today, and evaluating as the new options and features come online.
I just published version 1.1.0 of my tool SubAssets Toolbox for #unity3d. This version brings a new feature that really closes the circle when it comes to working with sub-assets!
Let me explain 🧵
Make your 2D games look better and run better!
The Unity 6.3 LTS edition of our 2D Game Art, Animation, and Lighting guide dives into 3D-in-2D features, tilemaps, lighting, VFX, and optimization strategies for modern 2D projects.
🔗 Download it here: https://t.co/MHKSBK8ogA
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.
the 2nd part of my dithering visual article is finally out!
🔗 https://t.co/rLb1feJ8m5
this one mainly explores the threshold map and how it generates those unique visual patterns
hope you enjoy this as much as I enjoyed making it!
made with #threejs & #animejs
What is a "Shader"? ✍️
> Update to the article, incoming.
X's article tools are extremely lacking and altogether have terrible performance for heavy tweet-embed posts. So, I've created a copy which I can edit as a 'back buffer'.
** Technically, you could just read this: