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Run and deploy LLM models in Unity!

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Integrate LLM models in Unity!


LLMUnity allows to integrate, run and deploy LLMs (Large Language Models) in the Unity engine.

LLMUnity is built on top of the awesome llama.cpp and llamafile libraries.

At a glance

  • 💻 Cross-platform! Supports Windows, Linux and macOS (supported versions)
  • 🏠 Runs locally without internet access but also supports remote servers
  • ⚡ Fast inference on CPU and GPU
  • 🤗 Support of the major LLM models (supported models)
  • 🔧 Easy to setup, call with a single line code
  • 💰 Free to use for both personal and commercial purposes

🚦 Upcoming Releases

Setup

To install the package you can follow the typical asset / package process in Unity:

Method 1: Install the asset using the asset store

  • Open the LLMUnity asset page and click Add to My Assets
  • Open the Package Manager: Window > Package Manager
  • Select the Packages: My Assets option from the drop-down
  • Select the LLMUnity package, click Download and then Import

Method 2: Install the asset using the GitHub repo:

  • Open the Package Manager: Window > Package Manager
  • Click the + button and select Add package from git URL
  • Use the repository URL https://github.com/undreamai/LLMUnity.git and click Add

How to use

For a step-by-step tutorial you can have a look at our guide:

How to Use LLMs in Unity

Create a GameObject for the LLM ♟️:

  • Create an empty GameObject. In the GameObject Inspector click Add Component and select the LLM script (Scripts>LLM).
  • Download the default model with the Download Model button (this will take a while as it is ~4GB).
    You can also load your own model in .gguf format with the Load model button (see Use your own model).
  • Define the role of your AI in the Prompt. You can also define the name of the AI (AI Mame) and the player (Player Name).
  • (Optional) By default the LLM script is set up to receive the reply from the model as is it is produced in real-time (recommended). If you prefer to receive the full reply in one go, you can deselect the Stream option.
  • (Optional) Adjust the server or model settings to your preference (see Options).

In your script you can then use it as follows 🦄:

public class MyScript {
  public LLM llm;
  
  void HandleReply(string reply){
    // do something with the reply from the model
    Debug.Log(reply);
  }
  
  void Game(){
    // your game function
    ...
    string message = "Hello bot!"
    _ = llm.Chat(message, HandleReply);
    ...
  }
}

You can also specify a function to call when the model reply has been completed.
This is useful if the Stream option is selected for continuous output from the model (default behaviour):

  void ReplyCompleted(){
    // do something when the reply from the model is complete
    Debug.Log("The AI replied");
  }
  
  void Game(){
    // your game function
    ...
    string message = "Hello bot!"
    _ = llm.Chat(message, HandleReply, ReplyCompleted);
    ...
  }
  • Finally, in the Inspector of the GameObject of your script, select the LLM GameObject created above as the llm property.

That's all ✨!

You can also:

Wait for the reply before proceeding to the next lines of code

For this you can use the async/await functionality:

  async void Game(){
    // your game function
    ...
    string message = "Hello bot!"
    await llm.Chat(message, HandleReply, ReplyCompleted);
    ...
  }
Process the prompt at the beginning of your app for faster initial processing time
  void WarmupCompleted(){
    // do something when the warmup is complete
    Debug.Log("The AI is warm");
  }

  void Game(){
    // your game function
    ...
    _ = llm.Warmup(WarmupCompleted);
    ...
  }

Examples

The Samples~ folder contains several examples of interaction 🤖:

  • SimpleInteraction: Demonstrates simple interaction between a player and a AI
  • ServerClient: Demonstrates simple interaction between a player and multiple AIs using a LLM and a LLMClient
  • ChatBot: Demonstrates interaction between a player and a AI with a UI similar to a messaging app (see image below)

If you install the package as an asset, the samples will already be in the Assets/Samples folder.
Otherwise if you install it with the GitHub URL, to install a sample:

  • Open the Package Manager: Window > Package Manager
  • Select the LLMUnity Package. From the Samples Tab, click Import next to the sample you want to install.

The samples can be run with the Scene.unity scene they contain inside their folder.
In the scene, select the LLM GameObject and click the Download Model button to download the default model.
You can also load your own model in .gguf format with the Load model button (see Use your own model).
Save the scene, run and enjoy!

Use your own model

Alternative models can be downloaded from HuggingFace.
The required model format is .gguf as defined by the llama.cpp.
The easiest way is to download gguf models directly by TheBloke who has converted an astonishing number of models 🌈!
Otherwise other model formats can be converted to gguf with the convert.py script of the llama.cpp as described here.

❕ Before using any model make sure you check their license

Multiple client / Remote server setup

In addition to the LLM server functionality, LLMUnity defines the LLMClient client class that handles the client functionality.
The LLMClient contains a subset of options of the LLM class described in the Options.
It can be used to have multiple clients with different options e.g. different prompts that use the same server.
This is important as multiple server instances would require additional compute resources.
To use multiple instances, you can define one LLM GameObject (as described in How to use) and then multiple LLMClient objects. See the ServerClient sample for a server-client example.

The LLMClient can be configured to connect to a remote instance by providing the IP address of the server in the host property.
The server can be either a LLMUnity server or a standard llama.cpp server.

Options

  • Show/Hide Advanced Options Toggle to show/hide advanced options from below

💻 Server Settings

  • Num Threads number of threads to use (default: -1 = all)
  • Num GPU Layers number of model layers to offload to the GPU. If set to 0 the GPU is not used. Use a large number i.e. >30 to utilise the GPU as much as possible.
    If the user's GPU is not supported, the LLM will fall back to the CPU
  • Stream select to receive the reply from the model as it is produced (recommended!).
    If it is not selected, the full reply from the model is received in one go
  • Advanced options:
    • Parallel Prompts number of prompts that can happen in parallel (default: -1 = number of LLM/LLMClient objects)
    • Debug select to log the output of the model in the Unity Editor
    • Port port to run the server

🤗 Model Settings

  • Download model click to download the default model (Mistral 7B Instruct)
  • Load model click to load your own model in .gguf format
  • Load lora click to load a LORA model in .bin format
  • Model the model being used (inside the Assets/StreamingAssets folder)
  • Lora the LORA model being used (inside the Assets/StreamingAssets folder)
  • Advanced options:
    • Context Size Size of the prompt context (0 = context size of the model)
    • Batch Size Batch size for prompt processing (default: 512)
    • Seed seed for reproducibility. For random results every time select -1
    • Temperature LLM temperature, lower values give more deterministic answers
    • Top K top-k sampling (default: 40, 0 = disabled)
    • Top P top-p sampling (default: 0.9, 1.0 = disabled)
    • Num Predict number of tokens to predict (default: 256, -1 = infinity, -2 = until context filled)

🗨️ Chat Settings

  • Player Name the name of the player
  • AI Name the name of the AI
  • Prompt a description of the AI role

License

The license of LLMUnity is MIT (LICENSE.md) and uses third-party software with MIT and Apache licenses (Third Party Notices.md).

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