Unity AI Beta 🤖, RetroEngine 🕹️, Reze Studio 🎨

May 4, 2026

🚀 Fresh Tools for Creators

Free WebGPU-Powered MMD Animator: Reze Studio Launches on GitHub

Reze Studio is a new free MMD animation curve editor that lives in your browser and runs on WebGPU, giving you desktop-style tools without any installation. You get a full timeline, dopesheet, Bézier curve controls per channel, animation layers, IK, physics, and direct PMX and VMD support. Built on the custom reze-engine, it also supports real-time collaboration, AI-assisted animation, and mocap import from video. It’s available now on GitHub for artists and devs exploring MMD workflows.

UModeler X for Unity Goes Free and Drops Login Requirements

UModeler X, the in-editor 3D assistant for Unity, now offers its base version completely free, while Plus remains a paid upgrade. With the 1.2 update, the plug-in no longer requires login or authentication, so you can install and start modeling immediately. UModeler Hub is being discontinued, and all existing users, assets, and templates are migrating to new PicoBerry AI accounts and plans. All previously available 3D content will remain accessible from users’ profile storage.

🧠 Smarter & Faster Game Dev

Unity AI Beta: An In-Editor Agent to Plan, Build, and Ship Faster

Unity has released the Unity AI Open Beta for Unity 6+, adding an agentic assistant that lives inside the editor and understands real game workflows. It can turn rough ideas or full GDDs into actionable plans, generate scenes and placeholder assets, and even convert Figma designs directly into production-ready Unity UI. With AI Gateway and the MCP server, you can plug in your own AI providers and drive the editor from your IDE or LLM, while checkpoints, rollbacks, and asset tagging keep every AI change under your control.

RetroEngine: A Tiny C++ Engine That Truly Emulates CRTs

RetroEngine is a C++ passion project by technical artist Alexander Rybak (AnalogDreamDev) that aims to recreate CRT displays from the inside out. Instead of a simple post-process shader, it simulates beam movement, phosphor glow, and glass diffusion using DirectX 12. The long-term goal is a small, approachable engine others can build on, not a rival to full-scale engines. Development logs and articles break down each step, making it a great resource for graphics and engine enthusiasts.

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