Visora devlog — v0.1.1 & v0.1.2
Shipped two releases back to back.
Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically.
v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork.
v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora.
And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed.
The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own.
Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line.
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