At Unite Seoul 2026 Unity just released what is probably the single most AWESOME thing they've created... in years.
Unity CLI + Unity Pipeline
COMPLETELY control Unity & Unity projects 100% from the command line.
https://t.co/fj73E138ow
#gamedev#indiedev#Unity3d
CLIENT DROPPED 10K FOR AN AVIATION WEBSITE.
I BUILT IT IN ONE EVENING WITH CLAUDE.
We’re already seeing the first results, in just one month, we managed to increase profits by 17% thanks to the website.
Everything else stayed the same.
We just packaged the business effectively.
The result looks like it cost six figures.
Luxury private jet interiors glide across the screen. Leather seats, marble bathrooms, dining cabins at 40,000 feet. Every pixel screams money.
Private jet charter operators now sell the exact same flights for higher prices. The site wraps their service in unmistakable premium packaging. Clients see the experience before they ever step on board.
One clean, high-end website.
Zero bloated agency fees.
Built fast, built beautiful.
The new standard for high-ticket offers just dropped.
This changes the game.
A guy named Jonathan built a fully open-source mocap system that works with any camera.
It’s a markerless 3D tracking system that works with cheap webcams and exports straight into Blender.
9k stars on GitHub. 100% Open Source.
A grey Blender blockout turns into a city that looks expensive enough to have its own history.
The geometry barely changes. Materials, fog, neon signs, reflections and lighting arrive, and the same lifeless structure suddenly feels like a frame from a sci-fi film.
This is where GPT-5.6 gets useful. Connect it to Blender through Codex + MCP and it can help build the scene, write Blender scripts, position cameras and lights, render a pass, inspect the result and keep refining the same project. OpenAI specifically improved GPT-5.6’s computer use and design judgment so it can inspect rendered outputs and apply visual fixes.
The real upgrade is not generating one cyberpunk image. It is keeping the entire city editable while the model handles the loop: build, render, inspect, adjust, repeat.
Someone still has to decide what “cinematic” actually means. But one artist can now direct the city instead of manually placing every pipe and light before the interesting work even begins.
Meta and Unity are continuing to work together to make Quest development more efficient and easier to iterate on from first setup, to input, to performance, to validation.
By connecting Unity’s environment with Meta’s Quest platform tools, AI can help reduce friction in project setup, platform configuration, input systems, and optimization.
🔗 Check out Meta's Quest Agentic Tools resources to start building with Meta VR CLI, Meta XR Operator, and Unity-connected AI workflows for Quest: https://t.co/E6EaI9Epys
#UniteSeoul2026 @MetaforDevs
A guy named Max at Carnegie Mellon just open-sourced an autonomous AI company for free.
It's called Auto-Company. You start a loop. Fourteen AI agents wake up, read their shared memory, form a small squad, and get to work. Then they sleep briefly and do it all again. Forever.
Each agent has a real mental model behind it, not a generic "you are a helpful assistant" prompt.
> The CEO thinks like Jeff Bezos.
> The CTO thinks like Werner Vogels.
> The engineer thinks like DHH.
> The marketer thinks like Seth Godin.
> A dedicated "inversion" role thinks like Charlie Munger and runs pre-mortems on every idea.
Fourteen roles in total, plus a library of 30+ reusable skills like deep research, scraping, financial modeling, SEO, and security audits that any agent can load on demand.
The workflow is designed to converge, not just talk.
> Cycle 1: the team brainstorms ideas.
> Cycle 2: Munger runs a pre-mortem, Thompson checks the market, Campbell checks the unit economics. GO or NO-GO.
> Cycle 3 onward: build, deploy, ship. Pure discussion loops are forbidden.
The memory between cycles is a single markdown file called consensus dot md. No vector database. No orchestrator bloat. Just a plain text baton the team hands off after every cycle. You edit that one file to steer the whole company.
It runs on Claude Code or Codex CLI, with a native daemon on macOS, Windows, and Linux. There's a local dashboard that shows live cycle status, model spend, and which agents are currently active.
Auto-Company is still early. It costs real money per cycle, stability isn't guaranteed, and it can't compete with a real company. But the idea is huge.
For years, only VC-backed labs could afford to experiment with autonomous agent stacks like this. Now the blueprint fits in a git clone.
This is Fast Enter Play Mode - a setting that makes it significantly faster to enter Play mode, especially after small changes that used to trigger the full domain reload.
On the path to CoreCLR, we are making this mode the default for new projects in Unity 6.6 and later.
Introducing live code iteration!
Change gameplay code and see it live at runtime in development builds. No more lengthy rebuilds. Modify values or add logic, hit save, and see updates instantly on your device.
One pattern I find useful for working with LLMs is a nice long ramble session. Sometimes the LLM needs more bits to understand what you're trying to achieve, but you're too lazy to type them. In these cases I like to lean back, switch to /voice and just ramble for like 10 minutes, total mess, anything goes, full stream of consciousness. Sometimes I declare it up top, something like "switching to speech recognition sorry for any typos...". Sometimes I turn it into a small interview of a few turns. But I find that the LLMs are somehow very good at reconstructing long incoherent rambles and often their echo of your own tangle of thoughts comes out quite a bit cleaner than what you started with. The result is that you improve the mind meld and have to correct things less from that point on.
Apple Maps is having one of the craziest glow-ups I've seen👀
Gaussian Splats already look incredible
Dynamic lighting would make this feel straight out of a next-gen game
Last year we announced a partnership with Epic Games to bring Unity to Fortnite - and today, we want to show you where we are.
This is Fantasy Kingdom: a Unity game rendering natively inside @UnrealEngine. Physics, lighting, input: all synchronized between engines🎮👇
🔗 Want to try it out for yourself? Fill out our interest form to be considered for early access: https://t.co/UDeePumPOG
3D artists should stop hating AI..
this Plugin for Blender, unity and UE5 turns any webcam video into full 3D motion data in real time.
208 skeleton points. 0.1s latency. Runs locally on 8GB VRAM
100% free to try.
Introducing Unity 7 - built for a faster-moving, more open industry where creators, cross-functional teams, and coding agents can seamlessly collaborate across every stage of the development cycle. Featuring:
- Create faster: Modernized CoreCLR foundation with a near-instant Play Mode and up to 90% faster shader builds.
- Collaborate in better ways: New CLI, public API, and free MCP connect teams and coding agents directly to Unity.
- Ship sharper graphics: Richer, realistic lighting via Surface Cache GI across all Unity supported devices.
- Grow and monetize smarter: Built-in Unity Vector tools, native webshops, and direct-to-consumer IAP to scale efficiently.
- No breaking changes: A direct continuation of Unity 6 architecture, offering an upgrade path with zero rebuilding.
Unity 7 will enter early Beta testing in December, with the Full Release scheduled for Q1 2027.