My UnityAIv2 better than UnityAI?

UnityAI V2 – Autonomous Unity Development Agent

UnityAI V2 is a modular autonomous development agent for Unity. Its goal is to plan, implement, validate, repair, and continue development tasks across code, scenes, prefabs, runtime behavior, Blender, and locally generated 3D assets.

The system is built around a backend-agnostic planning architecture:

Planner
↓
Tool Plan
↓
Validation
↓
Approval
↓
Coordinator
↓
Executor
↓
Unity / Blender / External Backends

Core Development Pipeline

UnityAI V2 already supports:

  • Development plans and planning sessions

  • Step-based execution

  • Waiting states and resumable workflows

  • Compile tracking

  • Validation tracking

  • Patch generation, preview, and application

  • Automatic compile repair

  • Approval policies

  • Developer sessions

  • Automatic replanning after failures

The code pipeline works like this:

Patch Generation
↓
Preview
↓
Approval
↓
Apply
↓
Compile
↓
Validate
↓
Automatic Repair
↓
Continue

Generic Tool Framework

UnityAI V2 is not limited to editing source code. It also has a generic tool system for structured Unity operations.

Implemented tool areas include:

  • Scene tools

  • Prefab tools

  • Serialized property tools

  • Runtime tools

  • Play Mode validation

  • Asset transactions

  • Stable object references

  • Structured post-validation

  • Automatic tool repair and replanning

  • End-to-end tool tests

The system uses a hybrid execution model:

Patch Steps
↓
Compile
↓
Repair

Tool Steps
↓
Unity
↓
Validation
↓
Repair

This allows the agent to combine source-code changes with direct Unity Editor operations in the same development plan.

Blender Integration

Blender is integrated as a separate backend rather than being embedded directly into Unity.

Development Agent
├── Unity Backend
├── Blender Backend
├── Git Backend
├── Build Backend
└── Validation Backend

The Blender pipeline currently supports:

  • Blender connection and job execution

  • Mesh generation and import

  • Existing model import

  • Mesh cleanup

  • UV generation

  • Material processing

  • Rigging

  • Skinning

  • Animation clips

  • Unity Humanoid setup

  • Animator runtime validation

A typical asset pipeline looks like this:

Generate or Import Mesh
↓
Cleanup
↓
UV and Materials
↓
Rig
↓
Animations
↓
Export
↓
Unity Import
↓
Prefab Creation
↓
Runtime Validation

Local AI 3D Generation with ComfyUI

UnityAI V2 is now being extended with a local ComfyUI backend.

The current ComfyUI workflow can generate a concept image from a text prompt and then convert that image into a textured 3D model locally. The complete prompt-to-model process currently takes around 30 minutes.

The planned integration is:

UnityAI
↓
ComfyUI.Generate3DAsset
↓
ComfyUI REST API
↓
Prompt → Image → 3D Model → Textures → GLB
↓
Temporary Asset Staging
↓
Blender Cleanup and Processing
↓
Unity Import
↓
Prefab Creation
↓
Play Mode Validation

UnityAI submits an exported ComfyUI API workflow through POST /prompt, receives a prompt_id, stores the job persistently, monitors the job through the ComfyUI history API or WebSocket connection, and locates the resulting GLB file.

Generated files are not written directly into the Unity Assets directory. They first go through a staging area:

ComfyUI Output
↓
Library/UnityAI/GeneratedAssets
↓
Validation
↓
Blender Processing
↓
Asset Transaction
↓
Assets/UnityAI/Generated

This prevents incomplete or invalid files from triggering Unity imports.

Persistent Long-Running Jobs

Because local 3D generation can take around 30 minutes, generation jobs are stored persistently.

Example states:

Created
Submitted
Queued
Running
Completed
Output Located
Staged
Blender Processing
Importing
Validating
Succeeded
Failed
Cancelled

This allows UnityAI to recover after:

  • Unity domain reloads

  • Script recompilation

  • Editor restarts

  • ComfyUI disconnections

  • Blender failures

  • Import failures

An important design rule is that later failures do not restart expensive generation steps.

For example:

ComfyUI Generation: Successful
Blender Cleanup: Failed

The repair system retries the Blender step using the existing generated GLB instead of running another 30-minute generation job.

Workflow-Based Generator Abstraction

The Planner does not need to know whether a workflow internally uses Stable Fast 3D, TripoSR, Hunyuan3D, Flux, or another model.

It only sees a generic tool:

ComfyUI.Generate3DAsset

The request may contain:

{
  "prompt": "A stylized medieval treasure chest",
  "workflowId": "prompt-to-3d-v1",
  "assetName": "MedievalTreasureChest",
  "seed": 123456,
  "runBlenderCleanup": true,
  "createPrefab": true
}

Provider-specific node IDs and workflow details remain inside a versioned workflow definition.

This means new local models can be added by registering another ComfyUI workflow instead of modifying the UnityAI planner.

Safety and Approval System

UnityAI V2 uses scoped permissions and approval policies.

Different backends are allowed to modify different locations:

ComfyUI Backend
→ External or temporary output directories

Blender Backend
→ Temporary processing directories

Unity Asset Backend
→ Assets/UnityAI/Generated/**

Patch Backend
→ Approved source-code locations

Operations can be classified by risk, for example:

  • Compute intensive

  • Project mutation

  • Destructive

  • External service

  • Asset overwrite

  • Runtime execution

This allows approval policies to be based on actual risk instead of a simple destructive/non-destructive flag.

Completed Major Milestones

The project has completed the following major areas:

  1. AI foundation

  2. Development planning

  3. Patch pipeline

  4. Autonomous code agent

  5. Workflow refactoring

  6. Approval and safety

  7. Testing infrastructure

  8. Generic tool framework

  9. Tool validation

  10. Scene tools

  11. Serialized property tools

  12. Tool end-to-end tests

  13. Prefab tools

  14. Stable references

  15. Asset transactions

  16. Structured post-validation

  17. Runtime and Play Mode tools

  18. Automatic repair and replanning

  19. Hybrid code and tool agent

  20. Blender integration

  21. Rigging, animation, Humanoid, and Animator validation

Current Development Focus

The current focus is the ComfyUI asset-generation backend:

22A – ComfyUI Backend
- REST client
- Workflow registry
- Dynamic prompt and seed injection
- Persistent generation jobs
- Output discovery
- Asset staging
- Artifact registration

22B – Live Monitoring
- WebSocket integration
- Queue status
- Node-based progress
- Cancellation
- Editor UI

22C – Full Pipeline Integration
- ComfyUI
- Blender
- Unity import
- Prefab generation
- Runtime validation
- Visual quality checks
- Automatic repair

Long-Term Goal

The long-term target is a complete autonomous asset and gameplay development pipeline:

Specification
→ Generate
→ Cleanup
→ UV
→ Materials
→ Rig
→ Animation
→ LOD
→ Unity Import
→ Avatar
→ Animator
→ Prefab
→ Play Mode
→ Visual QA
→ Automatic Repair

The main architectural principle is that the Planner remains independent from individual tools and providers. Unity, Blender, ComfyUI, source-code patching, build systems, and future services are all treated as interchangeable execution backends behind validated tool contracts.

UnityAI V2 is therefore evolving from an AI code assistant into a resumable, repair-capable autonomous Unity development system.

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What i really want to say is This hole Content can be used with a Cloud AI like OpenAI or Mistral AI, or you can use your local Maschine like Ollama or LM studio to get a working Plan …

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@ Last here is a Prompt i working today with UnityAIv2 successful with it:

Generate the complete animation pipeline for the existing calibrated character model.

Character.DefineSpecification must use:

Version: 1.0
Name: MeinModel
RigType: Generic
Height: 1.8
Animations: [Idle, Walk, Run, Attack, Death]
GeneratePrefab: true

Use the following as the unmodified source model:

Assets/UnityAI/Generated/Models/MeinModel.glb

Blender.RigAndAnimateModel must use:

RigPreset: GenericRootMotion
RigCalibrationPath:
Assets/UnityAI/Generated/RigCalibrations/MeinModel.rig.json

ClipName: Idle
ClipNames: [Idle, Walk, Run, Attack, Death]

Do not invent markers and do not use automatic bounds rigging.
Fail if the calibration file cannot be loaded.

Save the fully animated FBX at:

Assets/UnityAI/Generated/Models/MeinModel_Calibrated_Animated.fbx

Subsequently, import the FBX into Unity and configure it as a Generic Rig.
Import all included animation clips.

Configure and validate the clips as follows:

Idle:
- Loop: true
- IsRootMotion: false
- ExpectedDirection for RootMotionVariants: None

Walk:
- Loop: true
- IsRootMotion: true
- ExpectedDirection for RootMotionVariants: Forward

Run:
- Loop: true
- IsRootMotion: true
- ExpectedDirection for RootMotionVariants: Forward

Attack:
- Loop: false
- IsRootMotion: false

Death:
- Loop: false
- IsRootMotion: false

ExpectedDirection must be passed exclusively to Unity.BuildRootMotionVariants
and never to Unity.ValidateAnimationQuality.

Analyze the skeleton and validate all five animations using
Unity.ValidateAnimationQuality. Create an Animator Controller at:

Assets/UnityAI/Generated/Animations/MeinModel_Animated.controller

The controller must contain these states:

Idle
Walk
Run
Attack
Death

Idle is the default state.

Use the following parameters:

Speed ​​(Float)
Attack (Trigger)
Die (Trigger)

Create the following transitions:

Idle -> Walk, when Speed ​​is greater than 0.1
Walk -> Run, when Speed ​​is greater than 0.65
Run -> Walk, when Speed ​​is less than 0.65
Walk -> Idle, when Speed ​​is less than 0.1
Any State -> Attack via the Attack trigger
Any State -> Death via the Die trigger

Finally, create a prefab at:

Assets/UnityAI/Generated/Prefabs/MeinModel_Animated.prefab

Assign the generated controller and the generic avatar to the Animator.
Set Apply Root Motion to true.

Do not overwrite any existing FBX, controller, animation,
or prefab files.

If you are intrested i can show you my results of it …

I’m putting it straight: what you wrote is .. irrelevant. :face_with_peeking_eye:

What matters to users is:

  • What does it do? (only vaguely answered, almost implied by “agent”)
  • What do I get out of it? (nothing?)
  • Why should I use this product instead of “other AI”? (?)

Marketing 101

Lead with the answers to those questions. If you can make it emotional ie the current widespread pain many developers feel that your tool solves, all the better.

But not a long list of technical details and features. You lose everyone with a post like this including the AI-affine programmers. Even to me that opening statement sounded boring and meaningless, and the rest just tired me, and to compensate I had to mention this or otherwise you’ll end up being surprised that no one bothers once you do publish that product/service. It might be great, you’re just not relaying that visually, anecdotally, or in any other relatable manner. :wink: