‘Local AI’ is a collection of generative AI tools that run entirely on your computer.
There is no cloud account, no subscription, no usage fees, and no per-prompt limits.
Your prompts and results stay on your machine.
It consists of the following assets:
All ‘Local AI’ assets are developed for Unity 6 (version 6000.0 or higher) and the Windows x86_64 Editor. They run in the Editor, and they are not intended as a runtime player package unless a specific asset says otherwise.
Generation can run on the CPU, but a GPU is recommend: it is much faster.
If you donβt know how to install Unity 6, follow this official tutorial.
*.gguf and *.gguf.part to your .gitignore file.
‘Local AI: Music’ generates songs offline inside the Unity Editor. Describe style and arrangement, optionally write sectioned lyrics, then render a WAV on your machine.
To ensure optimal performance and compatibility, your project must meet the following requirements:
Generate.
A Style is a MusicPreset asset: a structured description of genre, mood, vocals, and arrangement. The generator turns this text into the caption sent to the model.
Create one with New, pick an existing asset in the object field, or start from a preset under Editor/Presets/. Changes are saved on the asset when you edit it.
| Style | Genre and subgenre, for example synthwave or acoustic folk. |
| Tempo | Speed of the track, for example 96 BPM. |
| Key | Key and scale, for example C major. |
| Global Emotional Progression | How the mood should evolve from the start of the song to the end. |
| Scenarios & Imagery | Listening context, pictures, and intended use (menu, trailer, in-game bed, and so on). |
| Sonics & Production Profile | Mix, soundstage, frequency balance, and dynamics. |
These fields describe a singer. If you generate without lyrics (or with empty section text), the generator builds an instrumental request and does not write these fields back onto the asset.
| Vocal Gender & Timbre | Who sings and how they sound (gender, range, timbre). |
| Vocal Style | Delivery, phrasing, and how the performance evolves. |
| Harmony Vocals | Backing vocals, choir, and stacks. |
| Vocal FX | Reverb, delay, widening, and other vocal processing. |
| Primary | Main instruments present for most of the song. |
| Secondary | Supporting instruments and when they enter or drop out. |
| Groove & Foundation Progression | Rhythm, bass, drums, and how the groove changes over time. |
| Textures & Spatial FX | Atmosphere, spatial FX, and section transitions. |
A Lyrics asset is a MusicLyric: a title plus reorderable sections. Lyrics are optional. If you skip this asset, or every section has empty text, the generator treats the song as instrumental.
| Title | Name of the lyric sheet (also used as the default file name when you click New). |
| Sections | Ordered list of parts. Drag to reorder. Use + to add a template, duplicate, or delete. |
| Section | Kind of part: Intro, Verse, Pre-Chorus, Chorus, Post-Chorus, Bridge, Instrumental, Solo, Outro, or Custom (your own heading). |
| Text | Sung lines for that section. Leave empty to emit [instrumental] for that part. |
| Preview | Opens a window with the tagged lyric sheet sent to the model ([Verse], [Chorus], and so on). |
To assign different singers to different sections (for example, a duet) describe both voices in Style β Vocal Details (gender, timbre, and who sings which part).
Add short voice tags on their own lines inside the section text: [male vocal], [female vocal], or [duet].
Caption-only instructions are usually not enough, tags in the lyrics matter too. Keep each tag to one or two words, longer tags may be sung aloud.
[Verse]
[male vocal]
I walked alone through midnight rain
Every street remembers your name
[Verse]
[female vocal]
You left a letter by the door
Said you weren't coming back no more
[Chorus]
[duet]
We were fire, we were flame
Nothing left but ash and shameIn the Style, name both singers and state who opens, for example, a deep male baritone on the first verse, a bright female soprano on the second, both joining the chorus, with no choir or doubled backing vocals.
Section-level switching works best; line-by-line alternation usually fails. Casting is not deterministic, try different seeds and check the first few seconds; if the wrong voice opens, generate again.
Assign a style, optionally lyrics, then Generate. Native backends are tried in order: CUDA β Vulkan β CPU.
| Seed | DiT noise seed. -1 picks a random seed. |
| CFG [1.0-3.5] | Diffusion guidance. Higher follows the style more strictly. Default: 1.7. |
| Peak clip [0-100] | Limits output peaks to reduce distortion. Default: 10. |
| Seed | Language-model sampling seed. -1 picks a random seed. |
| CFG [1.0-3.0] | Language-model guidance. Default: 1.5. |
| Top-k [1-200] | Sampling is limited to the k most likely tokens. Default: 50. |
| Keep models loaded | If enabled, GGUF weights stay in memory between runs (faster repeats, more RAM/VRAM). |
| Preset | The MusicPreset (style) to generate from. New creates an asset; Edit opens Style. |
| Lyrics | Optional MusicLyric. New creates an asset; Edit opens Lyrics. |
| Duration [5-300 s] | Length of the WAV. Default: 60. Output is always stereo 44.1 kHz 16-bit PCM. |
| DiT steps [8-50] | Diffusion transformer steps. Higher is slower and can be cleaner. Default: 30. |
| Seamless loop | After generate, search for a loopable wrap and mark the imported AudioClip as loopable. |
| Models | Folder that contains the five GGUF files. Download fetches them. |
| Output | Destination .wav path (stereo, 44.1 kHz, 16-bit PCM). Pin highlights the clip in the Project window if it is inside the project. |
| Generate | Starts generation. Disabled until a style is assigned and the model files are valid. |
Powered by MiniMax Music 3.
Generated files are yours to ship in games or media (commercial or not).
You shouldn’t use this assets for other purposes besides generating assets for games or promotional material.
You cannot impersonate real people, plagiarize copyrighted works, or use it for illegal purposes.
It’s your responsibility.
It depends on the platform.
For example, on Steam you must disclose the use of generative AI if any AI-generated content or assets actually ship with your game or appear in your store and marketing materials.
Do you have any problem or any suggestions? Send me an email to fronkongames@gmail.com and I’ll be happy to help you.
If you want to report an error, it helps a lot if you include the Unity log file.
If you are happy with this asset, consider writing a review in the store.
Thanks!