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xandrius 7 hours ago

Will be exploring this but so far using a Unity MCP has proven mostly enough to do pretty much anything from outside.

I guess the build pipeline part is nice as we can finally have a fully automated build process from build to distribution without finnicky build/postbuild scripts/profiles.

avaer 7 hours ago | parent [-]

Apparently this is the same surface as Unity MCP.

> The same surface is open to any agent, whether that's Unity's own tooling routing through its MCP server, a third-party assistant, or a script you write yourself. Unity’s AI is one consumer of it, not a replacement for it.

I hope this means games get more automated tests! The state of the industry is generally woeful in that regard.

xandrius 3 minutes ago | parent [-]

Ok, I spent some time with it and I think the biggest updates are:

- Easier automating builds via shell

- Creating entry points for agents to modify and probe a running built game when in dev mode. This is huge, as you can create a lot of scaffolding to debug really complex states and stuff.

For most of the dev stuff, I'd still go for the usual UnityMCP.