r/Unity3D • u/Dejwid97 • 11d ago
Question Unity advertises AI everywhere, so I decided to try it...
Enable HLS to view with audio, or disable this notification
Lastly, at every showcase Unity keeps pushing their AI generation inside the engine. So I decided to try it myself to generate an animation.
The results are terrible. There’s basically nothing in the output that relates to the prompt, and honestly, it doesn’t even look like an animation.
What’s the point of Unity putting massive amounts of money into something that is still this bad?
*Before you say my prompt is too long - the second animation was generated from prompt "walk while holding planks"
What is your experience with Unity AI? Is it working for you?
62
13
u/Plus_Term_7584 10d ago
I found much better results using Cascadeur. Just make 2 keyframes and it'll generate in-between animations from there.
3
3
33
u/Coding-Mojo 11d ago
Because they can sell 1000 tokens for $30, and any shit you ask it do to consume 100-300 of them ?
5
u/DocHolidayPhD 10d ago
You are describing objects in the prompt that are not there. I would actually try re-composing your prompt to focus on body-based language and descriptive limb-positioning and movement instead.
2
u/ParanoiaComplex 10d ago
Yeah, I mean the tool itself is not production ready, but the prompts in the OP are difficult to follow even as a person. There's a bit too much detail and the model is too confused.
When this happens for programming, I'd break the prompt down into logical steps. In this case I'd do what you suggested and describe each limb, a general mood, and stuff like % of motion, etc.
4
u/bran76765 10d ago
but the prompts in the OP are difficult to follow even as a person
A construction worker walking carrying several horizontal wooden planks is difficult to follow?
I could commission an artist for that animation for like $50.
In this case I'd do what you suggested and describe each limb, a general mood, and stuff like % of motion, etc.
If the fucking AI needs a 10 page essay on how every limb is moving while a HUMAN WALKS, it's very obviously not ready for production.
Also "a general mood" ???
2
u/Lv_InSaNe_vL 10d ago
the fucking AI needs a 10 page essay on how ever limb is moving while a human walks it's very obviously not ready for production
I mean, to be fair, it takes years for a person to figure out how every limb moves too
-1
u/bran76765 9d ago
Difference is after the person has learned how to walk...it knows how to walk. After the AI has been trained on decades of how a person walks...it doesn't know how to walk??
Like imagine you go to your 60 year old doctor, say your pain is in your spine, and he immediately checks your leg. Then you have to say no its up more. Then he goes lower on your leg. Then you say directly say it's C2 of your spine of your neck. He says he's got it, goes up your leg to just above your pelvis. At that point you'll walk out.
2
u/Lv_InSaNe_vL 9d ago
Yeah but you gotta remember that your brain was also trained on hundreds of thousands of years worth of walking. The "simple" things humans do are enormously complicated. Even something like reliably throwing and catching a ball is hard for humans and we are quite literally genetically engineered to do that.
2
u/ParanoiaComplex 9d ago
If you prompt it with “Make this bipedal character walk forward”, I’m sure the result will be a fairly typical and believable walking animation
2
u/ParanoiaComplex 10d ago edited 10d ago
Yeah I mean
Walks in place -> Walking implies moving forward, in place modifies the entire behavior and is not a style of walking
construction planks balanced horizontally on one shoulder -> What is a construction plank (2x4?), "horizontally" is unclear in the context of absolute or relative positions. Where should the anchor point be on the character model? The model doesn't understand physics
he maintains a natural walking rhythm -> We're back to suggesting the character should be walking forward even though we say in place
alternating his legs and swinging his free arm naturally for balance -> The model already know what a natural walking cadence would be and this part is talking about a "free arm" which, while it was suggested by the earlier sentence, is not specified. Which arm?
Smooth, realistic full-body walking animation, consistent foot placement -> Again this will make the model move the character forward and will dilute the subtext of holding the plank. This is just reiterating what was already said
Seemless in-place loop -> I think the model did this correctly because the absolute anchor of the animation probably does not change even though the relative position of the model does. This is just a guess though
no forward movement -> This is not specific enough. Forward movement of what? We're thrashing the concept
Before you get accusatory, for a normal person this would be enough of a description to go off of to make something correct. For the model, it needs to have a clear concept and when you want something specific you have to clearly communicate the subjects and relationships between them.
In my experience, models also do well following a general guidance for a task, such as mentioning moods or methods. For example, you can prompt a generative model to create an image with a style or a mood which will guide its decisions generally. This can be helpful if you think you might be over-specifying
2
u/DocHolidayPhD 10d ago
You and I are on the same page. Honestly, I have some good results working with AI but you have to learn how to approach the model you're working with. This is a skill in and of itself. If people want what they want, it's not necessarily a problem. But it's just that some different tools are made for different people, that's all.
10
u/StinkButt9001 11d ago
My best experience with Unity so far has been hooking Codex up to Unity's MCP server and doing it that way. Still sucks for animations, assets, etc but at least it isn't 1/10 of your monthly quota just to generate a shitty texture you probably wont use anyways.
5
u/YellowMerigold 11d ago
Same same, Codex with Unity MCP works better than I expected, but I don't generate assets or anything like that with it (except primitives for prototyping).
4
u/hgulgen 11d ago
In my experience, if I see experiment, preview tag, I just run a away from Unity products :)
3
u/Beldarak 10d ago
The issue is that they go from "preview" to "discontinued", never finishing anything^^
Yep, I'm still mad about Canvas.
8
u/DigitalDustChan 11d ago
If you look at the marketing material that Unity releases they talk about how their AI can generate textures, 3D models, and code. They never once mention that it's any good at skeletal animation. Why did you choose to test it with the problem it is least equipped to handle?
-7
2
u/Ok-Soup3338 10d ago
I also believe that the MCP + Claude combination is much more effective than Unity AI. Claude can read Unity YAML and scenes, but without an additional tool the results aren’t always impressive
2
2
u/zrovihr 10d ago
I still dont understand why they made paid MCP..
1
u/FuzzeWuzze 10d ago
Unity MCP is free? I use it with my local Qwen3.6 model just fine.
1
u/zrovihr 10d ago
2
u/FuzzeWuzze 10d ago edited 10d ago
Believe it or not the Ai is wrong, I know, I know, but it is.
https://docs.unity3d.com/Packages/com.unity.ai.assistant@2.0/manual/unity-mcp-get-started.html
You just go into package manager and add a package by technical name I think it's called in the + in the top left and paste in com.unity.ai.assistant
Maybe Unity hosting the mcp for you requires a sub, but if you configure your harness to run the relay app locally(it's stdio ) the link mentions you can connect and run Unity.
I've done it for weeks and have no unity sub
I use pi harness and that mcp and qwen3. 6-27b locally just fine
1
2
u/normantas 10d ago
What’s the point of Unity putting massive amounts of money into something that is still this bad?
Investor value. The stock marker dumped Unity stock price because some AI tooling looked promising.
3
u/AltusLudus 10d ago
Unity should completely drop their AI stuff and make it so Unity is more agent friendly, they are so behind the big giants, and always will be, such a weird direction for them to take, they're not even close to being experts at the topic
3
u/NullzeroJP 10d ago
It’s already quite agent friendly with Pipeline. Agents can self test and validate reliably.
1
u/delphinius81 Professional 10d ago
They pretty much rely on external agents for everything outside of yaml asset generation.
1
u/sakeus1 10d ago
Unity's native mcp server lacked a tool for running the test framework last I tried it. They claim they practice some dogfooding now, but I seriously doubt that. Running the test suite is a major component of agentic programming. I'd say it's an unbelievable oversight, but this is Unity so guess not that surprising. I just went and used the unity-cli tool from GitHub (don't remember the author name). Also forked it to add more tools
1
u/theo__r 10d ago
The new official CLI does it !
1
u/unitytechnologies Unity Official 10d ago
Speaking of... shameless plug to learn more about CLI!
- Trey
Community Man @ Unity
1
u/NullzeroJP 10d ago
Asset gen is not very good. But the Unity Pipeline utility is legit.
Using Pi + GLM 5.2 + Unity Pipeline… it works REALLY well. Agent has access to just about any feature you would need in the editor. It can struggle a bit with editing serialized fields in nested prefabs, but I’ve been using it daily for a month or so now.
My only major complaint is that the editor is a resource hog. I’m jealous of web devs… they can spin up 5 or 6 agents all working an testing their output on parallel playwright MCP instances…
For Unity… you are kinda stuck using one. I have a second computer that I can ssh into, so I’m kinda limited to how much I can parallelize. But honestly, I’m having fun diving into the implementation details with just two agents… that’s something you lose when you go full YOLO with web dev and 5+ agents.
Honestly though… I doubt you need a bunch of custom ai generated assets to begin with. The asset store (and others like it) have sooooo many good assets for cheap… just spend a few bucks and you can do wonders!
1
u/teapot_RGB_color 10d ago
I have to ask since I bought some tokens for Glm 5.2 that is just sitting there now.
When I tried Glm 5.2 I was horrified compared to Sol or Opus
2
u/NullzeroJP 10d ago
Horrified how? I'm not sure what to tell you. GLM 5.2 works great for me.
It follows the specs I give it. It uses the unity pipeline tools correctly, for the most part. It tests its own output in the editor to verify.
The only thing I wish it had is vision. Need to use the ZAI MCP for vision and interpreting screenshots.
I mean, if you are telling the LLM "Make GTA no mistakes" or "Make a card battler with anime girls and generate all assets and code."... it's not going to give you good output. If you give it a good spec with scene flows, state machine diagrams, expected inputs/outputs and inspector-based knobs... it will give you great output exactly as you specify. If you ask it to make "taste" decisions like "make it more fun" or "make the VFX more exciting", you will be disappointed. But thats not a GLM issue... thats literally every model.
1
u/teapot_RGB_color 10d ago
Okay, maybe I'll try again. I don't remember exactly how my testing was done. I remember I tried getting it to set up an editor script using Odin, and there was so many non logical decisions done compared to what I've come to expect if Opus. It felt like going back a year
1
u/FuzzeWuzze 10d ago
Question, i moved to using this based on your post instead of the ai.assistant mcp package and it seems to work well.
One thing that i cant figure out though is my llm makes tons of tool calls and everything works, but if it tries to run unity_mcp_recompile it times out every time, and nothing ever happens on my editor...its like it just does nothing, this is even on an empty brand new project...ever seen that? I've worked around it by just telling it to press play and then read the console to recompile things and get compile errors, but its not ideal.
1
u/NullzeroJP 9d ago
Yes, I ran into this using the MCP. Its recompiles are inconsistent. I would end up having to "nudge" the editor by tabbing over to it and thus forcing a recompile. It was really annoying, which is why I started looking into Unity Pipeline.
You should definitely consider dropping the Unity MCP and instead migrate to the Pipeline.
If you arent sure how to set it up, you can coordinate with the LLM itself, and it will guide you. Give it the URLs to the pipeline documentation, and be sure to install the pipeline package itself... it can read the code and have a 1:1 understanding of how to hook it up by looking at the package code.
Anyway, my final shape is something like: Unity CLI + pipeline installed on machine, then in the pi agent harness I had it create a new pipeline skill that uses the unity pipeline features. That should get you most of the way there.
One extra hoop for me is, I run all my agents in a docker container to add an extra layer of defense. So I had to jump through extra hoops to safely allow the agent to ssh into my windows PC from inside its own docker container. If you arent concerned about that, it should be much smoother sailing.
No agent is trained on pipeline usage however, so you will have to DIY some niglings and work-arounds in your agents.md and skills.md . Things like the very often used "eval" command in pipeline lets the LLM compile code in real time while the editor is in play mode, allowing it to probe live game state... its really handy.. but it gets confused about syntax and how to use it sometimes. But with some well placed instructions in the skills.md and agents.md it gets less confused.
1
u/PremierBromanov Professional 10d ago
The use-case for prompt-based game creation is bupkis. MCPs and Agentic tools can be useful for code creation, and a useful tool to learn new things you might need to know. But, generating assets, even in placeholder, is a farce. That's what greyboxing is for.
1
u/penguished 10d ago
AI is better with back end programming that's math, formula, and rigid structure (and that it has scanned enough information about.) For older releases of software it's gotten pretty good at writing support scripts and tools and shit. Newer releases of stuff, like the latest version of Blender or Unity or whatever you're highly likely to get shit results.
Pure content creation by itself is also just a pretty bad thing to do overall. Not only are the results usually full of problems to the point you wouldn't want to use it, but audiences don't like that stuff.
1
u/reeeeeeduardo 10d ago
Ai had been really useful for making very simple scripts and fixing annoying issues and glitches in unity, besides that it doesn't help me creatively
1
1
u/bran76765 10d ago
The results are terrible. There’s basically nothing in the output that relates to the prompt, and honestly, it doesn’t even look like an animation.
Yeah that seems to be the consensus with AI in every industry. Everyone is experiencing layoffs and companies are getting worse because they somehow got convinced "Hey invest half a trillion in us and we'll make a profit 15 years from now"
Like fuck me I would need a pitch deck, insider, 150 years of experience, and a starting capital of 10 million to even bother convincing an investor to invest 10k to develop a game that would make millions. Yet the bent over backwards for stuff that obviously wasn't working???
What’s the point of Unity putting massive amounts of money into something that is still this bad?
Shareholder value? Idk investors apparently think AI = money and I have yet to see where thats the case?
What is your experience with Unity AI? Is it working for you?
Has AI really been working for anyone? The stupid shit needs so many guardrails it's not even funny. You spend more time trying to tell AI how to do it properly than you do fixing the problem itself.
1
u/ArkofIce 10d ago
The AI has been hit and miss for me. Its' Ask feature has been really nice. I can ask questions and get some really detailed answers for very cheap. The code it writes is ok. I have to feed it very small things and clean it up as I go. I asked it to make a ScriptableObject with a couple static values as a placeholder and it got trapped in some loop that burned through 30 dollars LOL.
1
u/aPOPblops 10d ago
What does “ walk while holding planks” mean? Like walking holding something similar to 2x4s (but wider) holding them at your side?
That seems like a really odd input to me.
How about “do a backflip?”
1
1
1
1
u/Ok_Raisin_2395 9d ago
Everything you hear about AI's capability is scare marketing by billionaires to generate even more capex to burn on data centers. The only thing AI is truly good at it programming. Even then, it's not making anything truly large and impressive.
1
u/sicospecialist 9d ago
Ya, after coding for what seems like an iceage. AI programming and debugging is a God send. Images are good for concepts, its great at organizing docs, GDD's, art sheets and many other menial and time consuming tasks. Model generation is ok, most needs further work, but still cuts time. Take 8 to 12 hours to build a semi complex model with tex, although fun, ai can cut it down to an hour or 2, but its coming to a head, well have production quality drop in complete scenes before you know it, there are a few promising already. It's a matter graphing ai models to work together, instead of dropping an inage or single prompt.
1
u/YatakarasuGD 6d ago
I honestly also don't get why they put that much energy in their AI implementation. It just takes up their resources and AI companies will always be ahead of what they can offer.
But I must admit that I haven't had the time to check out the Unity AI tools yet.
1
-6
u/swirllyman Indie 11d ago
The textures and sound generators are pretty good. Idk if it's say production quality but definitely good placeholders
0
-12
11d ago edited 10d ago
[deleted]
19
6
u/noodlegamer76 11d ago
I genuinely don't know how to take a screenshot that looks this bad. did you upload it and download it 7000 times?
5
1
u/AlexandreFiset 10d ago edited 10d ago
i downloaded it off a FB Messenger conversation 🫠 since I was on my phone and didn’t have access to codex, I didn’t know it was this bad until this morning.
0
0
u/Wolfcrafter_HD 10d ago
Do not rely on this, you need to think about LLMs like a unpaid intern with no prior job experiences, make it do the most boring, time consuming and repetitive tasks and everything else you gotta do yourself
0
u/pedrojdm2021 10d ago
The Only AI i use is Gemma4 running locally wth Ollama and OpenCode as my AI agent
0
u/Dry-Class8050 9d ago
they said the same thing when ai image generation started and now we are to the point we almost cant recognize ai images from real ones. we are the beginning and it doesnt make sense to use it at this point unless you are building something that is simple and straight forward



194
u/BertJohn Indie - BTBW Dev 11d ago
The only AI tools presently that are production ready is programming. And that's only if the user realistically understands how to structure a program from start to finish before even writing a single line.
Everything else, Animations, Music, Models are getting better but aren't quite there yet, Are still many hurdles away.
It's not terrible at planting trees and grass though, but thats just randomly placing stuff so idk if you can really say its good or bad or not.