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TodayOct 9Fri2 items
  1. Unreal Engine38

    Unreal Engine shares tutorials for connecting MCP in UE and UEFN, plus a PCG workflow

    Unreal Engine has put out tutorial videos on connecting MCP in UE and UEFN, along with workflow examples for PCG and MCP. Two YouTube videos demonstrate how to connect MCP in UE and UEFN respectively, and a Fab link points to UE City Sample for exploring how PCG and MCP work together.

    Why it matters: The two videos demonstrate the steps for connecting MCP in UE and UEFN respectively, and City Sample additionally offers a workflow combining PCG with MCP for reference.

Oct 8Thu
  1. Inworld AI27

    Inworld breaks down TTS-2 voice steering and how to measure it

    Inworld AI Head of Research Aleksey Tikhonov explains how voice steering in TTS-2 works: using instructions to tell a speech model how to deliver a line. The post focuses on how to measure whether those instructions actually take effect — automated audio judging fell short in its tests, so the team turned to measuring changes in the speech itself. He also discusses why instruction wording matters and why the same direction produces different results across voices; these metrics are used to track changes between model versions, and they have their limits.

Oct 6Tue
  1. Unity37

    Unity shows an agent turning concept art into a runnable UI Toolkit menu with the Unity CLI

    Unity showed an agent workflow in which handing concept art and a short description to an agent is enough to build a runnable UI Toolkit main menu through the Unity CLI. The agent also runs Play mode UI tests itself and captures Game view screenshots to check its changes and keep iterating, with the user guiding the process. The original includes a link to the full tutorial video.

    Why it matters: It demonstrates an agent workflow that goes from concept art to a runnable UI Toolkit menu, with the agent running Play mode tests itself and checking screenshots to iterate.

  2. Unity67

    Unity demos prototyping a UI Toolkit main menu from concept art with the CLI and an AI agent

    Unity has released a tutorial video showing how an AI agent, working through the Unity CLI and starting from concept art and a short brief, can build a usable main menu interface directly inside the Unity editor.

    Why it matters: The original walks through the full agent workflow from concept art to a runnable main menu, and its approach of command-line testing with screenshot feedback can be carried over to your own projects.

Oct 2Fri
Sep 25Fri
  1. Unity Blog29

    How RUST LTD built the deep firearm simulation for Hot Dogs, Horseshoes & Hand Grenades 2

    Rather than porting the previous game, RUST LTD rewrote H3VR2 from scratch in a brand-new Unity project, spending nearly six months first on architecture and tools. The team numbers more than 20 people, firearm internals are simulated by an in-house system, and ballistics are built on ECS for Unity and Burst; the project moved from H3VR to Unity 6.3, with an emphasis on the SRP Batcher, shader compilation improvements and tile post-processing.

Sep 15Tue
  1. AI and Games62

    Breaking down the AI design in the Command & Conquer and Red Alert source code

    AI and Games examined how the AI in Command & Conquer and Red Alert is implemented, drawing on the source code EA released alongside Command & Conquer Remastered Collection and made available on GitHub.

    Why it matters: Using the remastered edition source code EA made public, the article breaks down unit tasks, commander states and pathfinding in the two early RTS games.