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Unity

Unity

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Search complete. 242 mentions across 68 episodes found for "Unity".

Sep 12, 2026

JasonHOST
49:14
Uh, the lack of a Mac binary is kind of odd.
JasonHOST
49:15
I mean, usually but not always if you're releasing simultaneously for both Windows and Linux, that means that you're either using an off-the-shelf engine like Unity that can compile to tons of platforms, or you're using very common libraries which also have a macOS equivalent.
JasonHOST
49:28
I mean, if you're a small team and you really only want to ship something for a machine that you have and you can support in-house, that may just be an extra purchase they didn't feel they wanted to or, or had to make.
JasonHOST
49:39
And come on, I mean, if I wanted to talk about text adventures, I...
Alejandro NunezGUEST
0:48
Kind of at the beginning, I think.
Alejandro NunezGUEST
0:50
Basically, the first time I installed Unity was when I started doing The Last General three years and a half ago.
Alejandro NunezGUEST
0:56
Yeah, I installed it to check if I could make a 3D game for PC, basically.
Alejandro NunezGUEST
1:01
I was like, OK, can I do something? Because all my games before, I made probably over 20 games, but they were all like 2D games for Flash or mobile.
Alejandro NunezGUEST
1:11
And then I did a bunch of websites and worked for Facebook and stuff like that, but I never did a PC game.
Alejandro NunezGUEST
1:17
So I installed Unity and I tried for two days to do something.
Alejandro NunezGUEST
1:21
It worked pretty well.
Alejandro NunezGUEST
1:22
I got to do something that is in some of the videos I made, like a recap of three years.
ElizaPANELIST
14:02
So regardless of whether or not it's like, like in a workflow is a completely different conversation right now on whether or not it's going to be received at all by an audience.
KeshavPANELIST
14:20
Yeah, like for me, again, the benefits and the positive side of it is amazing, especially for the engines out there, right? Like, for example, for Unreal and Unity, for most of last year, yeah, and Godot, like for most of last year, the conversation was around how AI is going to kill them.
KeshavPANELIST
14:39
even though we maintain that this is just going to be a complementary tool, and this is how it makes it better.
KeshavPANELIST
14:45
And just this direct plugins now, like for example, obviously, Unreal is a proper showcase that Astra did when it launched.
RobinGUEST
8:23
Then they use Blender, which is a popular 3D modeling program, to physically shape the visual assets.
RobinGUEST
8:31
Finally, they pipe it all into Unity, which is the engine that actually makes the game playable.
BeatHOST
8:35
And Astra acts as the connective tissue between all three of those highly complex programs.
BeatHOST
8:40
It is navigating the command line for codecs.
RobinGUEST
8:43
Yeah.
BeatHOST
8:43
It is writing Python scripts to manipulate shapes in Blender.
BeatHOST
8:47
Then it's organizing C sharp scripts inside Unity to govern the physics.
RobinGUEST
8:51
The beginner prompt they shared is just wild.
Marty O'DonnellHOST
40:25
It's transitioned beautifully.
Marty O'DonnellHOST
40:27
So tell me, you worked on, it was a Unity engine, right? A modified Unity?
Thomas MahlerGUEST
40:33
Yeah, I mean, even from the start, we knew like we would use Unity because we didn't want to write our own engine, right? But like back then, nothing was prepared for 2D.
Thomas MahlerGUEST
40:42
Like just nothing, right? It was so painful.
Thomas MahlerGUEST
40:44
So we basically had to rewrite the entire engine anyway.
Thomas MahlerGUEST
40:48
And also, if you would have used Unity in that way, right, where you make 2D stuff, but with that stuff that was prepared for 3D, the game would have just run awfully, right? So we had to rewrite the entire engine and everything.
Thomas MahlerGUEST
41:00
And so we call it Moony D internally, right? And we kept that branch going forever, basically.
Thomas MahlerGUEST
41:06
So yeah, it's based on Unity or it was based on Unity.
Matej LancaricHOST
2:26
It was in the development for some time.
Matej LancaricHOST
2:29
Anyway, so I had to add all the different networks, obviously, from Unity, Google, Integral, Meta, Moloch, Opangle, Lyft, Alplavin Exchange, which is already there anyway.
Matej LancaricHOST
2:42
So all of these connectors had to be in place.
Matej LancaricHOST
2:45
And also this had to be in place as well.
Stefan VaskevichGUEST
53:05
Right now, I would say like massive chunk, like you can go generate like 3D objects, like 2D objects with cloud code.
Stefan VaskevichGUEST
53:14
You can connect it with, you know, MCP to Unity, Unreal Engine, Godot, and the game prototype will be built in one hour.
Stefan VaskevichGUEST
53:22
I have all the videos like for each engine, right? Like you can take a look.
Stefan VaskevichGUEST
53:28
But the key thing is, again, but you can create that game prototype or even complete game if you spend like one more week.
Stefan VaskevichGUEST
54:19
And maybe I was too general, but that is applicable to any aspect, to environment assets, to characters, to game mechanics, all of that.
Stefan VaskevichGUEST
54:31
Because imagine like...
Stefan VaskevichGUEST
54:33
Even right now, you can just describe game mechanic to Cloud Code, connected MCP to Unity, and there will be that game mechanic, most likely.
Stefan VaskevichGUEST
54:42
It will do 90% of job, right? I think, and another thing, I think, to understand the core principles of game development, like 3D and all the other aspects is also very, very appreciated.
Zac BeaudoinGUEST
91:58
right? Like, don't chase the fantasy.
Zac BeaudoinGUEST
92:02
The game development now is so democratized, right? Between Unity and Unreal and Godot and like whatever other emerging things and then the emerging AI technologies are there.
Zac BeaudoinGUEST
92:15
Pick a technology, learn it, and make a game.
Zac BeaudoinGUEST
92:19
Just make a game.
David FattalGUEST
14:51
You can actually use, and we'll get to that, you know, you can synthesize 3D or stereo as well.
David FattalGUEST
14:57
You know, you can use a rendering engine like Unity or Unreal, and you can actually create a scene and then render any, you know, all the point of view that you want and it's pixel perfect and so on.
David FattalGUEST
15:07
But again, right, you don't capture what I call the long tail, the long tail, which is all this messy situation that you can't think about.
David FattalGUEST
15:15
And for that, I think you need to have not nearly as much, but even if you had a million of these stereo pictures, for a billion of the regular mono pictures, I think that would go a long way to fix the

6 MINS LATER

David FattalGUEST
21:45
You just mash it to the flat, perfect, before we consume it, right? And the whole point of the technology and what we've been doing at Leia for the last 10 years is saying, hey, the 3D content is meant to be experienced in 3D.
David FattalGUEST
21:58
And therefore, let's create technology that's going to allow any device, a phone, a tablet, a laptop, a computer to essentially express that content the way it was meant to.
David FattalGUEST
22:07
So take any game today, any game that has been created with Unity or Unreal Engine, like literally any game for any console is 3D behind.
David FattalGUEST
22:17
It's essentially 3D objects, 3D meshes, textures, and so on, but it's 3D.
Chris FerriccioHOST
11:32
Did you-
Nathan LockhartGUEST
11:32
See, I always get confused on the launch order of that because I always, I remember Assassin's Creed Rogue coming out for the 360 because Unity, and I always get that-
Chris FerriccioHOST
11:43
Mm-hmm
Nathan LockhartGUEST
11:43
... mixed up with Black Flag.
Jeff ChortyHOST
11:45
Mm.
Nathan LockhartGUEST
11:45
Unity was a Xbox One generation.
Jeff ChortyHOST
11:48
Was the Xbox, yeah, story.
Nathan LockhartGUEST
11:48
Yeah, and Black Flag was for both consoles, so I always get-

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