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Replying to @RoyleBuffDaddy
I kinda lost it at the end because there was so much going on and so fast moving. Once in a lifetime experience. – at Iceland
my name is Jeff retweeted
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.
my name is Jeff retweeted
Thank you so much to @TimSweeneyEpic for joining me today at #Unite2025! We are so excited to partner with Epic to bring Unity games to Fortnite!
Unity 🤝 Epic Games
Developers around the world will be able to bring their games to @Fortnite while Unity’s cross-platform commerce platform is coming to @UnrealEngine soon.
When ecosystems are open, everyone wins!
my name is Jeff retweeted
Sea turtle nesting update from Panama! Here are the nest numbers through July 31 at our Panama project sites:
Chiriqui: 1685 leatherback, 944 hawksbill, 4 green
Soropta: 1271 leatherback, 8 hawksbill, 1 green
Drago: 15 leatherback, 36 hawksbill
Bluff: 93 leatherback, 77 hawksbill
Join Unity and AWS in Melbourne on October 4 for Unity Dev Day! Learn new things and meet smart people and me too! devdaymelbourne.splashthat.c… #MadeWithUnity #UnityDeveloper #Unity #AWS linkedin.com/posts/jeroyle_d…
my name is Jeff retweeted
We are looking for our next Head of Games! 👾 Could it be you? 🤔
(Don't fret - Lee Naimo is still on board as our Head of Online 🙌)
bit.ly/4alN0vT
my name is Jeff retweeted
Here is an open letter to our community:
on.unity.com/48rGiVu
my name is Jeff retweeted
We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.
my name is Jeff retweeted
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: on.unity.com/3ZiIwlB
FAQ: on.unity.com/44NMZ0R
Forums: on.unity.com/45RgrnV
Readers added context they thought people might want to know
Unity states that only ~10% of their customers will be affected, making it sound less bad than it is. As of the gaming report 2022 Unity had 230.000 developers - thats around 23.000 developers affected by the change. Lots of studios have posted statements about moving engines.
investors.unity.com/news/news-deta…
Replying to @playperidot
@playperidot is this daily quest broken? I’ve foraged 13 pears from the sand yet it doesn’t unlock! Annoyingly, this 125xp would give me my next level :/
@NianticHelp @playperidot got this same quest and same results! What’s going on? What’s the catch and what’s special about this sand compared to the sand I’m foraging in??
We out here making the future
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: on.unity.com/3WMDixv
my name is Jeff retweeted
To help you take on Shadow Mewtwo, we’re giving away codes for Purified Gems if we reach 150k RT! To participate:
Follow us on Twitter
RT this post with #ShadowRaids
Receive confirmation reply
If we reach our target, we’ll send participants a code for Shadow Raid–themed items!
my name is Jeff retweeted
A Social Media Manager position has opened up on our team at @SquareEnix! The role is focused on the community side but knowledge of social media space is key ✨
Feel free to DM me if you have any questions!
Full Details: sqex.link/ticd
Well, this some news that gets under your skin. No one is going to confuse a video game for an energy drink, and chasing after someone else in court over it is pathetic. @MonsterEnergy is finding ways to lose market share faster than putting out another horrible drink product.
This Post is from an account that no longer exists. Learn more
my name is Jeff retweeted
Welcome the official sponsors of #GFG2023
Their support coupled with the tremendous effort of hundreds of creators and their enthusiastic communities, allows us to make play possible FOR THE KIDS!
Doing cool things!

















