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Richard Fine
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Richard Fine
@Superpig
Principal Engineer at Unity Technologies. Opinions are my own. Also at @[email protected]
Montreal, QC, CA Katılım Kasım 2008
742 Takip Edilen2.6K Takipçiler
Richard Fine retweetledi

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.
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Richard Fine retweetledi

Congrats @TeamCherryGames on the incredible journey to Silksong! Creating a giant game with a small team takes powerful tools, and we’re proud to help bring your vision to life across platforms.
#MadeWithUnity #Silksong

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@Superpig oh, I just remembered something on topic, can we get Unity documentation in Dark mode? That would be cool as we spend soooo much time reading them, a feature to help the eyes has a big impact on the experience.
I made a concept about it a while ago:

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We recently spent a week jamming on the #Unity API documentation. I wrote a little report about it: discussions.unity.com/t/api-docs-qua…
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@RouaniJihad I would not call 39,000+ symbols “a lack of extensive API” :)
It might be missing specific things that you want, but that’s a separate problem!
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@Superpig The blog post seem to be about the clarity of API doc, but there's a deeper problem in Unity, a lack of extensive API in the first place, there are so many things we need that are not exposed like:
1- Light position from lights created by particles.
2- Motion vector pass in URP..
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Richard Fine retweetledi
Richard Fine retweetledi

Enjoying #unity6 ? I had the pleasure of creating its key art visual — using Unity 6, of course!
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Richard Fine retweetledi
Richard Fine retweetledi
Richard Fine retweetledi

Today @Unity 6 releases . Our '6 Hours of Unity 6' livestream kicks off in about an hour at 8a PT/11aET/1500 UTC. I kick off the stream followed by product team interviews. Drop by, say hi and learn about the latest release.
on.unity.com/3BWpY2X
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@SoftLeafStudios @Snoopy_20111 What do you mean by "natively support?" There's some screen reader functionality built into both Unity (unity.com/blog/engine-pl…) and Unreal (dev.epicgames.com/documentation/…).
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Live at the #unite2024. We just unveiled our new Unity 6 sample scene - Time Ghost - and shared how Unity Sentis enabled the realist cloth deformations with AI 😎
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@CiroContns @aras_p I’m coming to look at Sentis and NNs as being like a new kind of programming language - implementing functions through statistical inference, instead of through algorithms. For some problems that’s insane, but for other problems it’s very effective!
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@aras_p Oh yes, that's what I meant. Previously Unity showed Sentis to generate dialogues for an NPC, something that can be exciting but also, of course, takes away from the artistry of writers and narrative designers.
This one is a nicer application.
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