This question is not exactly for Muse but If we want to integrate an LLM into our game to chat with, is there a package that a Unity offers?
For model integration - Sentis is your package in crime! It allows you to bring your own ML models or LLM to plug into your game and deploy on all platforms (build once deploy everywhere). See more in my comment above Dec 11th Muse Chat office hours & FREE beta for new features - #20 by martina_johannesson
Yeah this is similar value proposition question that I have for Muse (and related tools).
We use AI toole like Github Copilot and Claude daily for code gen / chat, but don’t see how the current ‘agent’ capabilities is a productivity enhancement. Most of the demos do stuff like place prefabs, scatter, re-scale, add/remove components, etc but that is easily done through existing assets (and in those cases the assets are much more powerful and reliable).
Even without the use of assets most of the agent/run demos seem to be things that can be done in a few lines of editor code. For one-off tasks, maybe the agent will be quicker. But if you plan to do the same action again and again then writing your own editor script for it will be more customizable and efficient.
Maybe if it gets to a point where the agent can do multi-step tasks like take a drawing of a level layout and then create the level prototype with ProBuilder or prefabs, then it could be game changing.
I know it’s still early stages but maybe someone from the Muse team can give some clarity on the vision for it long term (outside of simple usecases and examples we’ve seen so far)
Thanks for the question @xjjon
The intention behind agent is that it does repetitive tasks for you. The main advantage of using an LLM for this rather than some existing tool is that it can (hopefully) interpret human language and translate it into useful tooling or one-off scripts.
It’s likely that tools that already do specific things well without AI are better at that specific thing. We see Agent as a way to speed up development for the more tedious tasks that are specific to your game. Things that require more interpretation, like “rename all assets to a species of tree”. In some cases the flexibility of Agent will provide speed boosts. And in other cases traditional tools will likely be the better pick.
The advantage Agent has is that as we get better at giving the AI contextual information when questions are asked, it should become more capable of performing fuzzy tasks well. That’s what our team is working towards. Increasing the awareness agent has so that you can say things like “Place evil NPCs in the shade and Good NPCs in sunlight”. Or even, “Make a car that I can drive around the scene”.
We’re excited, because the potential to automate away the boring stuff is there. We just need to keep iterating on the tech, and see what we can squeeze out in terms of usefulness.
Would love to get your initial feedback on the current state of agent. You can sign up here: Fast track to test out Muse Chat /run and /code
How says StenBone $30 USD too mush expensive for this
Hi @ankofl_dev - We hear you, and will refer to our post above on pricing!
Hi
I don’t quite understand how the trial version affects the price of $30? After all, this is not a stripped-down free version, this is a TRIAL version, which means that in some foreseeable future people will have to switch to paying $30, where as at the moment a subscription to ChatGPT, which is much more functional and powerful, costs only $20.
That’s what my first post was about: wouldn’t it be more efficient to just make a seamless bundle of ChatGPT and the Unity editor?
So i imported and ask muse to generate code and i faced this error on unity 6
NullReferenceException: Object reference not set to an instance of an object
Unity.Muse.AppUI.UI.LocalizedTextElement.OnTableFound (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] op) (at ./Library/PackageCache/com.unity.muse.common/ThirdParty/AppUI/Runtime/UI/Components/LocalizedTextElement.cs:221)
Unity.Muse.AppUI.UI.LocalizedTextElement.UpdateTextWithCurrentLocale () (at ./Library/PackageCache/com.unity.muse.common/ThirdParty/AppUI/Runtime/UI/Components/LocalizedTextElement.cs:202)
Unity.Muse.AppUI.UI.LocalizedTextElement.OnLangContextChanged (Unity.Muse.AppUI.UI.ContextChangedEvent`1[T] evt) (at ./Library/PackageCache/com.unity.muse.common/ThirdParty/AppUI/Runtime/UI/Components/LocalizedTextElement.cs:133)
Unity.Muse.AppUI.UI.VisualElementExtensions+<>c__DisplayClass23_0`1[T].<RegisterContextChangedCallback>g__SendContextChangedEventLocal|0 () (at ./Library/PackageCache/com.unity.muse.common/ThirdParty/AppUI/Runtime/UI/Extensions/VisualElementExtensions.cs:545)
Unity.Muse.AppUI.UI.VisualElementExtensions+<>c__DisplayClass23_0`1[T].<RegisterContextChangedCallback>g__OnAttached|1 (UnityEngine.UIElements.AttachToPanelEvent attachToPanelEvent) (at ./Library/PackageCache/com.unity.muse.common/ThirdParty/AppUI/Runtime/UI/Extensions/VisualElementExtensions.cs:551)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.EventCallbackRegistry+DynamicCallbackList.Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEvent_BubbleUpCallbacks (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement element) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAtTargetAndDefaultPhase (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel, UnityEngine.UIElements.VisualElement target) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement.HasChangedPanel (UnityEngine.UIElements.BaseVisualElementPanel prevPanel) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement.SetPanel (UnityEngine.UIElements.BaseVisualElementPanel p) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement+Hierarchy.SetParent (UnityEngine.UIElements.VisualElement value) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement+Hierarchy.Insert (System.Int32 index, UnityEngine.UIElements.VisualElement child) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement+Hierarchy.Add (UnityEngine.UIElements.VisualElement child) (at <4b581f88908c4d37bb665312990c0d90>:0)
UnityEngine.UIElements.VisualElement.Add (UnityEngine.UIElements.VisualElement child) (at <4b581f88908c4d37bb665312990c0d90>:0)
Unity.Muse.Chat.ChatElementWrapper.SetupChatElement (Unity.Muse.Chat.ChatElementBase& element, Unity.Muse.Chat.MuseMessage message, System.Boolean hideIfEmpty) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Window/ChatElementWrapper.cs:66)
Unity.Muse.Chat.ChatElementWrapper.SetData (System.Int32 index, System.Object data, System.Boolean isSelected) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Window/ChatElementWrapper.cs:40)
Unity.Muse.Chat.AdaptiveListView`2[TD,TV].ContinueUpdateElements () (at ./Library/PackageCache/com.unity.muse.chat/Editor/UI/Utils/AdaptiveListView.cs:383)
Unity.Muse.Chat.AdaptiveListView`2[TD,TV].DoRefreshList (System.Boolean fullRefresh) (at ./Library/PackageCache/com.unity.muse.chat/Editor/UI/Utils/AdaptiveListView.cs:188)
Unity.Muse.Chat.AdaptiveListView`2[TD,TV].AddData (TD message) (at ./Library/PackageCache/com.unity.muse.chat/Editor/UI/Utils/AdaptiveListView.cs:135)
Unity.Muse.Chat.MuseConversationPanel.UpdateOrChangeChatMessage (Unity.Muse.Chat.MuseMessage message) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Window/MuseConversationPanel.cs:130)
Unity.Muse.Chat.MuseConversationPanel.UpdateData (Unity.Muse.Chat.MuseChatUpdateData data) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Window/MuseConversationPanel.cs:76)
Unity.Muse.Chat.MuseChatView.OnDataChanged (Unity.Muse.Chat.MuseChatUpdateData data) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Window/MuseChatView.cs:598)
Unity.Muse.Chat.MuseEditorDriver.ProcessQueuedUpdates () (at ./Library/PackageCache/com.unity.muse.chat/Editor/Scripts/MuseEditorDriver.cs:963)
Unity.Muse.Chat.MuseEditorDriver.<ProcessPrompt>b__82_1 (Unity.Muse.Chat.MuseMessageUpdateHandler updater) (at ./Library/PackageCache/com.unity.muse.chat/Editor/Scripts/MuseEditorDriver.cs:556)
Unity.Muse.Chat.MuseMessageUpdateHandler.ChatUpdate () (at ./Library/PackageCache/com.unity.muse.chat/Editor/Scripts/MuseMessageUpdateHandler.cs:175)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at <20f98a04ac634cc8bf5f95425bb19bb9>:0)
Please advise
Haven’t received anything about the beta sign up even though I did the fast track form a few days ago now
You can learn about the benefits of using GitHub Copilot in VSCode.
Hey! You should have received an invite now, a bunch of us were on holiday but just did an invite push yesterday morning Lmk!
@jGate99
sorry for the delay. Can you provide a little bit more information? What OS version are you using? can you also confirm for me the muse chat package version?
Here are three suggestions regarding Muse Chat:
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Muse Chat should be aware of and operate based on understanding the full context of the project, including components, hierarchy assets, and detailed options. Please note how Windsurf has created a sensation among developers by better understanding the entire project codebase compared to other competing AI tools and operating based on that understanding.
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Muse Chat should support multilingual chat. In particular, urgent priority support is needed for developers who are not familiar with English due to different grammar structures, especially for languages like Korean and Japanese.
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If tutorial videos are uploaded as unlisted on YouTube with added subtitles, test participants would likely be much more eager to try it out.
Thanks.
Hi thank you! This is great
For context, can you elaborate a bit what you are expecting? Because we do provide context of the project including components, hierarchy and more. This will be continuously built out but it’d be helpful to understand what you’d like to see next!
We support multilingual chat and are working on right-to-left writing support.
Good idea! Will investigate if we are able to do this.