Hello and Welcome, I’m your Code Monkey!
I'm finally back from my travels, Brazil and Gamescom Latam were awesome but it's time to get back to work, there's so much stuff on my to-do list!
I got back Wednesday at 6am, took a quick nap and got right to work on building challenge #4 for my Game Dev Practice Lab, this is the first 2D challenge which a lot of people have been asking about. It is already live and later today I will publish the FREE YouTube video talking about challenges #2 and #3. So whether you can afford it or not it doesn't matter, go learn by DOING!
Game Dev: Unity AI useful
Tech: Make your own Steam Controller
Gaming: Fight your unplayed Games!
Fun: Glue THIS to THAT!
Game Dev
Unity AI is genuinely useful!

Unity AI has just entered into Open Beta, meaning anyone who wants to try it can, no need to request access, you can try it out here.
I'm currently researching Unity AI for a super detailed tutorial and so far in my research I am finding the tool is actually genuinely helpful! This is not mindless AI hype, and it's not even focused on AI generation, but rather is capable of building genuinely useful things like custom editor tools, helping you analyze the profiler, taking actions in your project, it can see your project visually, it can do basic level design, helps you organize your codebase, fix bugs (with context of your project) and a bunch more.
Like I said I'm still in the research phase but thankfully Unity actually invited me to be a guest of their Unity AI livestream showcase which was quite educational to me. They showed how they built a really nice demo and included a ton of useful hints for how to get the most out of these tools.
The demo is a vehicle combat game in an arena where the player controls a car and the NPC trucks spawn and try to destroy the player. The demo was built with a handful of the developers WITH AI, not replaced by it. Meaning in order for this AI to be useful it required actually developers who know how to get the most out of the AI.
You can watch the full livestream but here are the main useful takeaways that I got myself:
Build systems and learn. At 13:00 they showcase terrain deformation which I personally found really nice. And they describe how they used AI to help come up with that system. Personally this is something that I've wanted to research for ages and I think AI is super useful in this process, you can ask it to help you build such a system like they did, and then importantly ask it to help you understand WHY it works. The fact that this AI exists inside Unity means it has context of Unity itself and game development, so it's much better at building systems like these that rely on shaders and rendering as opposed to a generic LLM.
Use it for editor tools. At 18:00 they showcase a simple editor tool made with AI that helps position all the modular pieces to make an arena of any size. Super important takeaway: Ask AI to give you tons of sliders and settings so you can manually make it perfect, because the AI output will not be perfect.
Great for research. At 26:00 they wanted to have some robots cheering, but did not know which approach would be best, so they just asked AI and it gave them 3 possible options with their pros and cons, another great learning example. And after picking an option (in this case Vertex Animated Textures) the AI helped implement that system (with another custom tool)
Profiler Analysis. At 33:20 the game was having performance issues, so they asked AI what could be the cause and it identified a very niche issue, one ProBuilder mesh had super insanely long triangles which apparently tanks performance. This is one of those things that is hard to find and easy to fix, and "finding" things is where AI excels.
There's a lot more uses they showed in the livestream, like making a Hexagon shader to protect the robots, generating the UI and the code behind it, generating the statue and vehicles and more.
Some general best practices:
Break problems down. Don't ask "build me an entire game", instead ask "help me with this tiny specific task", then ask for another one, etc. Many tiny tasks instead of huge ones.
Be as descriptive as possible, the more detail the better
Generate characters in T-pose to make them easier to animate.
When generating sprites, ask for a solid color background (like green) to make it easier to remove later.
Ask for editor tools with tons of fine-tuning sliders
Ask it brainstorming questions instead of asking for a specific output. "I have some robots in the stands and I want a shield to protect them, give me 5 possible approaches for solving this problem"
Use screenshots and images to visually guide the AI if you want a visual task (like level design or particle effects)
Drag related prefabs and assets to give more context to the AI
Use Plan mode to come up with a plan before you attempt any changes
Again the main thing here is this is NOT "AI will make the game for you" but rather "your skills + AI will help you make better games faster". As always it's a tool meant to help you, not replace you. So give it a try here and see how it helps you in your workflow.
In terms of pricing, here is their page. On the Free Unity Personal plan you get 1000 free credits you can try out, and after that you can pay $10 per month. If you're on the Unity Pro tier you get 2000 credits per month. Then you can buy more separately if you need them. Different tasks require different credits, for example generating a sprite is 5-10 credits, and a quick query is 2-5 credits, so it feels like 1000 is actually a pretty decent amount. Example: This demo which had very heavy usage of AI (with lots of trial and error) was built with around 1800 credits.
At the end of the livestream I asked if this demo would be available for download so we could inspect all of it and they mentioned how they hadn't considered it but maybe.

I am very very curious to see how people adopt these AI tools. From my limited research so far (and AI in general) I would say learning how to use these tools is the most important thing. Knowing the best practices for how to break tasks down and knowing how to prompt correctly are crucial to getting the best results, so I look forward to seeing how those best practices come to be. Stay tuned for my dedicated video tutorial coming out in the near future.
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Get the FREE Toon Shaders Pro for URP which is a really nice toon shader with a ton of rendering options.
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Tech
Make your own Steam Controller!

Valve is such a weird company, but usually weird in the good way. (although I do wish they would lower their 30% cut for indie games)
They just released their latest piece of hardware, the Steam Controller, and pretty much instantly it went out of stock. You can't buy it on the official site for $99 (although there are already scalpers on ebay selling them for $300)
While you wait for more official stock, you can actually build one yourself! By that I mean that Valve has just released the CAD files for the Steam Controller and its Puck under a slightly restrictive Creative Commons license, which means people can now freely download the official shell files, modify them, 3D print accessories, and make all sorts of weird custom creations, as long as it is non-commercial.
They also included engineering drawings and "keep out" zones so people do not accidentally block things like the antenna or other critical areas.
Now technically you can't really build your own complete Steam Controller, these files are for the external shell and not the internals, but still this is pretty fun for them to do! Usually things like console shells are proprietary so it's nice to see a big company just put them out for anyone to build third party accessories for. There's a nice Valve-like message on the GitLab page: "Your Steam Controller is yours, and you have the right to do with it what you want."

I am now curious to see what people will build from this. A giant Steam Controller? A cursed ergonomic shell? A phone mount? A clever puck holder with flashing lights? This is one of those stories that is just fun, and I really hope the community goes crazy with creativity.
Fun
Glue THIS to THAT!

Glue (or more technically, adhesives) is a fascinating thing. How do you connect one thing to another thing? It is also a surprisingly complex topic since you need different glue types to glue different objects. Gluing a Hat to a piece of Wood? You need something different than if you were gluing Metal to Plastic.
Here is a fun website that shows you what you need to glue THIS to THAT. You just pick the this and that from the dropdown menu and it tells you what works best, neat!
Plus there's a Trivia page! Did you know that "The Aztec Indians in Central America used animal blood mixed with cement as a mortar for their buildings"?

I love super niche websites like these, so silly but so useful when you really need it. Now I know that if I ever want to glue Ceramic to some Rubber that I should be using Household Goop

RollerCoaster Tycoon Optimizations are Insane
Another great video on just how good Chris Sawyer is.
AI Learns To Park Vs 2 Humans
AIA's scenarios are always so much fun, the visual scripting tool he has built for these videos seems quite impressive!
Get Rewards by Sending the Game Dev Report to a friend!
(please don’t try to cheat the system with temp emails, it won’t work, just makes it annoying for me to validate)

Thanks for reading!
Code Monkey







