Unity AI Live Stream: learn how to use your built-in AI assistant

Hey Unity Community,

We’re excited to announce a live stream dedicated to showcasing how to use the Unity AI Beta on 2025-06-24T16:00:00Z over on Twitch & Youtube: FASTER and EASIER creation using Unity AI - Unity 6.2 Beta How-To.

Join us to see how Unity AI can make creating with Unity faster and easier. Unity AI provides contextual assistance, automates tedious tasks, and lowers the barrier to entry. Available in Unity 6.2 Beta, all from within the Unity Editor.

Here’s what we’ll be covering in the live stream:

  • Ask anything about your GameObjects: Discover how the AI Assistant knows your entire project, allowing you to get quick contextual help just by dropping a GameObject or Prefab into the Assistant. No need for lengthy explanations!
  • Locate and modify anything instantly: Learn to automate repetitive tasks in-editor, such as finding lights over a certain intensity or objects missing Rigidbodies. Plus, see how you can update names, layers, or components all at once.
  • Debug console errors: Find out how to use Unity AI to explain scripts or error messages directly in the Editor, helping you understand and resolve issues more efficiently.
  • Learn Unity development: Get clear, step-by-step explanations for Unity features or concepts (like Colliders or VFX Graphs) right within the editor. Perfect for learning and development.
  • Quickly set up scenes: Explore how to use plain language commands to generate objects, place assets, and automate scene setup, saving you valuable time.
  • Generate placeholder assets: See how you can create sprites, textures, animations, and sounds directly in Unity—all properly formatted and without any extra setup or context switching.

Getting Started with Unity AI:

To install Unity AI, simply download Unity 6.2 Beta and look for the “AI” button at the top of the Editor. For a detailed guide, check out our documentation.

For complete details on Unity AI features, the transition from Muse and Sentis, and information for existing Muse subscribers, please visit the Unity AI FAQ.

Don’t miss this opportunity to learn how to streamline repetitive Unity workflows with the AI assistant. Join us back here on this thread after the stream for a follow-up Q&A with the Unity AI team! We look forward to seeing you there, and here!

Event Details:

:spiral_calendar: Date: 2025-06-24T16:00:00Z
:alarm_clock: Time: 9am PT
:movie_camera: Place: Youtube & Twitch

4 Likes

Hello,

I have just refreshed to the latest 6.2 version but AI menu is completely missing. How can I have it? (My project is linked to cloud, Unity 6 Engine 6000.0.44f1)

you need to upgrade the project to 6000.2.+

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I don’t know if you’re going to mention this or not, and I don’t know if your assistant in particular is set up for this (but if not then you should make it be): AI makes extending the editor SO much easier. Like if you want a new property drawer to display a class in the inspector in a special way, instead of spending three hours hunting through the (kinda poor quality) editor API documentation and painfully hacking out a solution, just describe it to an AI and have it in seconds. More than any of the other uses of AI so far, this has been THE most helpful to me, but I never see anyone at Unity talk about it. The best part of Unity is how customizable it is, and AI is SO good at making those customization, it should be an integral part of the workflow.

2 Likes

Do you want to share a specific example of this? Would love to see it!

Can you confirm you upgraded to 6000.2.+ and now see the AI button?

I see that Inference Engine will be a part of Unity AI. Will ML Agents and Inference Engine continue to be free?

Hi, so, there’s really nothing to it. Here’s an example of what I’m saying. Imagine you have some scriptable object:

public class PrefabPreviewTest : ScriptableObject
{
     public GameObject Prefab = default;
}

And you want to see a preview of the Prefab next to the reference. Then you prompt the AI with something like: “In Unity, I have a scriptable object called PrefabPreviewTest with a field, “public GameObject Prefab”. I would like it so that when the field is populated, I can see a small preview of the prefab next to the field. Please create a custom inspector to do this. Make it work for subclasses of PrefabPreviewTest too.”

Then you get back:

[CustomEditor(typeof(PrefabPreviewTest), true)]
public class PrefabPreviewTestEditor : Editor
{
    private const float previewSize = 64f;

    public override void OnInspectorGUI()
    {
        serializedObject.Update(); 
        DrawGameObjectWithPreview("Prefab");
        serializedObject.ApplyModifiedProperties();
    }
    private void DrawGameObjectWithPreview(string propertyName)
    {
        SerializedProperty prop = serializedObject.FindProperty(propertyName);
        EditorGUILayout.BeginHorizontal(); 
        EditorGUILayout.PropertyField(prop, new GUIContent(propertyName), true); 
        if (prop.objectReferenceValue != null)
        {
            Texture2D preview = AssetPreview.GetAssetPreview(prop.objectReferenceValue);
            if (preview != null)
            {
                GUILayout.Label(preview, GUILayout.Width(previewSize), GUILayout.Height(previewSize));
            }
            else
            {
                GUILayout.Label("Loading...", GUILayout.Width(previewSize), GUILayout.Height(previewSize));
            }
        }
        EditorGUILayout.EndHorizontal();
    }
}

And we’re done. Literally less than 30 seconds and I don’t need to know how to use a single GUILayout API call. Obviously this is a toy example, but in my experience it’s just as simple to make an inspector of basically any complexity.

Caveat: I used ChatGPT for this, and haven’t actually used your AI yet (I tried to install it but it says my organization has UnityAI disabled. I guess I need to go find the place where to turn it on), so maybe it’s not the same thing, I don’t know yet.

Anyways, I’m probably made a bigger deal about it than it needs to be. I’m not advocating anything huge, but once I figured this out it dramatically changed how I’ve been building my games, so I wish I had stumbled upon it sooner. In the past I was very reluctant to do more than the bare minimum to extend Unity because the editor APIs are quite different than the rest of the codebase and I didn’t want to have to hunt for new APIs and waste time hacking around and maintaining and trying to figure it all out while under my own time crunches, but now I’m fearless with making custom inspectors and specialized tools for just about anything I need.

@Unity After the stream I experimented with the AI doing Sound and Animation. This is a great way to prototype, but if you want precision polish then you will need to make tweaks or start from scratch. It is hard to be precise in a prompt. Example, Whale song wasn’t great, but Lonely high pitch whale song was better. Maybe a follow up stream on how to write better prompts would be useful.

@ClockworksGames Yes, local inference remains free.

1 Like