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Part of the Scope Workshop 25
Unity x Scope (Scope V2V Integration for Unity) is a project that is both an immersive experience using real-time AI video generation via LongLive and Scope to create interactive worlds, as well as a toolkit for Unity to make it easier to create such worlds. The project captures game footage with depth and character data, streams it via WebRTC to RunPod's LongLive API, and displays the AI-transformed output live. The system supports dynamic prompts, NPC conversations, and location-based visual customisation. Full Projects can be exported as builds and let the user put in their own API Key and RunPod URL.
https://github.com/larshurrelb/Unity-x-Scope-Toolkit
WebRTC-based bidirectional streaming to RunPod. Sends gameplay video and receives AI-stylized output in real-time with configurable prompts, noise scale, and denoising parameters.

Dual-camera system that extracts depth information while isolating player characters on a separate layer. Outputs a three-color image: near depth, far depth, and character silhouette for better differentiation plus a OpenPose based Skeleton Visualisation to help guide the image generation.

Prompts automatically update based on player state (standing, walking, sprinting, jumping). Combining prefix + action + suffix for flexible prompt construction with smooth noise scale transitions based on the input.

Trigger colliders that modify the AI generation when players enter specific areas:
These areas also let the user change the noise scale and generation steps temporarily.

An optional secondary system allows users to tag and name "Visible Objects." When the player character approaches these items, the prompt automatically gets descriptions like "red house on the right” included.

CharacterChat zones enable AI conversations powered by Google Gemini’s API. Each NPC possesses a unique personality, and image generation prompts are updated by the LLM to be dynamically based on the character’s emotions and gestures during dialogue.

Toggle between normal third-person view and a top-down minimap perspective. Automatically adjusts depth settings and follows the player from above. It is depthmap based and adjusts automatically to any scene. It also shows the perspective of the camera.

Four distinct UI states with smooth transitions:

* 1: Toggle video input source
* 2: Toggle minimap mode
* 3: Toggle OpenPose skeleton
* 0: Reset API cache
* Tab: Toggle parameter UI
* Space: Start game (from start screen)
* F: Start NPC chat (when near character)
* Escape: Exit chat mode
* W A S D: Control the Character
* Q + E: Move the Camera left and right
* R: Reset Camera
In the future, as real-time video generation improves, new models can be implemented into this toolkit to enhance the output and create more immersive worlds with clearer output.
- Sound effects and ambient audio used in the Cyberpunk Scene come from Pixabay
- The Soundtrack for the Cyberpunk Scene was generated in Suno
- The Music in the Demo Video is from GigiDeLaRoMusic via Pixabay and ElevenLabs was used to generate the Voice Over
- The Project uses Google Fonts
- The Project uses the Starter Assets - ThirdPerson Package by Unity
- Variations of the Project Logo which was created by me have been generated by Google Gemini
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I previously started working on a Daydream API integration into Unity. However, since the underlying models are image models, the output is creative yet very inconsistent. Changing the backend to Scope and its more consistent video models could improve that. From there, I would then try to incorporate more interactivity and events in Unity to drive prompt generation, etc.
After some testing within the Scope interface itself, I have now implemented a first version of LongLive in Unity via WebRTC streaming from RunPod. It also, unlike the previous Daydream API version, supports widescreen.

Testing in Scope

After I got the scope integration running, I am now working to make tools inside the engine to feed back into the pipeline.
I have created these “Zones” that the player can walk in and which have an impact on the prompt and additional parameters from LongLive.

Most planned features are implemented on a technical level, and I have created an overview video (on the top of this page).
Now bug fixing, creating good prompts, adjusting parameters, and creating worlds are the focus.

Prototype of the Character Dialog System

Top down map with player and camera indicator
I have implemented many more things, including OpenPose visualization, a setup screen, bug fixes, an interactive Cyberpunk demo, and some overall repository restructuring. This is my final submission for the workshop, so I have completely rewritten the overview at the top to now feature a summary and explanation of the entire project.

Figma Ui Design Prototype

Open Pose Style Implementation