Today we announced what was arguably the strongest quarter in Unity's history as a public company. All credit to the global Unity team that is driving this transformation, and to the customers with whom we partner. All we want to do is deliver for you. Thank you.
More (great) creators. More (amazing) games. More (efficient) discovery. Onward.https://t.co/PjF1FSSLeG
We believe in VR. We believe in this partnership 🤝Excited to keep collaborating with Unity to help VR developers build, ship, and grow on Meta’s VR devices. Get started today: https://t.co/Nb5pQI8OaY
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.
Introducing, Unity Cloud ☁️
Bring order to the chaos that is game development - Start exploring today.
Unity Asset Manager is built for the rigors of game dev with Version Control integrations; ease workflows with between your Unity Editor, and Cloud or Unity Gaming Services projects; control your IP with centralized Admin and SSO in a new, customizable dashboard.
Unity Cloud, now in early access: https://t.co/KZtHCQmeT1
#Unite2023
We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns:
Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have.
Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model.
How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on:
- Re-install charges - we are not going to charge a fee for re-installs.
- Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.
- Trials, partial play demos, and automation installs (devops) charges - we are not going to count these toward your install count. Early access games are not considered demos.
- Web and streaming games - we are not going to count web and streaming games toward your install count either.
- Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.
For additional questions, we have updated our blog and FAQ resources. ⬇️
Blog: https://t.co/P0j6NLOSBi
FAQ: https://t.co/XhxhpdthK9
Forums: https://t.co/SOptIdO1IK
I highly recommend watching these last few minutes of the recent #Unity Wētā Tools presentation at #SIGGRAPH2023 for a glimpse into the future $U is leading by leveraging #RT3D and #GenerativeAI.
Imagine what new kinds of storytelling or customer experiences this will power! #AI
ZeroSpace is now on Steam:
https://t.co/H4a8peK5TP
Early wishlists & follows on Steam are incredibly important, so we’re asking you to:
📃Add ZeroSpace to your Steam Wishlist
❗Follow ZeroSpace on Steam
👍Like & retweet to spread the word
Thank you for your support!
#ZeroSpace
Big announce today, Muse & Sentis. Two big #AI projects we're putting into closed Beta. I tried Muse Chat last week and it's super useful! I've used ChatGPT to augment my dev, but I get better results with Muse already, and we're just getting started. https://t.co/ESJvglvLbe
We’re so excited about our collaboration with @Apple, and how devs can use our RT3D tools to bring new and existing apps and games to Apple Vision Pro and create incredible spatial experiences for users.
Learn more: https://t.co/QDYdEljavv
@ja2ke Jake, is it possible that you have an old version of the Plastic server? with the most recent versions, it shows all these information:
* a plastic link to see the changes
* branch
* author's email
* changeset num
* comment of the check in
* repository and organization (if cloud)
We have released a new version 1.8.0 of the
@PlasticSCM plugin for @UnrealEngine 5, with support for Shelves within the new Changelists UX🎉
https://t.co/YS59V8jxe4
Cheers!
#UnrealEngine5#gamedev
2,000+ Unity employees and leaders around the world have donated +$1.2M in support of Ukraine, with CEO @johnriccitiello personally matching each employee donation. And we are not finished! Thank you to our amazing team for their support during this difficult time 💙💛