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Knowledge-Conditioned, Single-Pass LLM Synthesis of Executable Unity Game Scenes

Large language models (LLMs) write Unity C\# for game scenes. Yet nearly all demonstrations rest on an iterative repair loop that regenerates code until it compiles, conflating what the model writes with what the loop fixes. We remove the l

https://arxiv.org/abs/2607.10187v1 ↗
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