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This new unity cli doesn't replace that design, since it's important to me that my core chess variant AI code remains a project on its own, totally independent of unity. But it does mean lots of my utilities like my second unity test, which normally require clicking a button in the editor, can now be run without the editor. Excellent!
Making a 2d chess variant game means almost all unity editor features just get in my way.
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.
I played around with automating Unity with LLMs for a while. The ability to do this would have been very compelling to me at the beginning.
At this point, I think the more productive way for frontier models to interact with a unity project is to directly manipulate the raw scene files. They are not binary. These files are effectively YAML documents that you can parse, grep and patch just like any other text/code document. The key is to build the tools around these in the same way you would build tools around an agent that can read and manipulate multi-megabyte json documents. It's the same pattern.
Working with a unity project from the filesystem is so much simpler than working with one through all the APIs/CLIs/etc. The files in the unity project path represent 100% of the required information, so the editor feature surface is not relevant unless you are explicitly trying to build editor tooling.
I spent a solid month fighting the domain reload dragon only to realize it didn't fucking matter. I can just wait for the domain reload. As long as the work iteration step size is meaningful, this is not a huge deal.