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    <title>DEV Community: Akito Hayasaka</title>
    <description>The latest articles on DEV Community by Akito Hayasaka (@akito_hayasaka_5a998b52e2).</description>
    <link>https://dev.to/akito_hayasaka_5a998b52e2</link>
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      <title>DEV Community: Akito Hayasaka</title>
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      <title>Unity as data, not a platform — the idea behind NextLiber VRM</title>
      <dc:creator>Akito Hayasaka</dc:creator>
      <pubDate>Wed, 28 Jan 2026 01:24:47 +0000</pubDate>
      <link>https://dev.to/akito_hayasaka_5a998b52e2/unity-as-data-not-a-platform-the-idea-behind-nextliber-vrm-cnn</link>
      <guid>https://dev.to/akito_hayasaka_5a998b52e2/unity-as-data-not-a-platform-the-idea-behind-nextliber-vrm-cnn</guid>
      <description>&lt;p&gt;Why I’m exploring a virtual runtime for Unity assets (beyond the engine itself)&lt;br&gt;
Unity has been the dominant engine for years, shaping how we build games and interactive content.&lt;br&gt;
But there’s a structural assumption baked into the ecosystem that we rarely question:&lt;/p&gt;

&lt;p&gt;Unity assets can only run inside the Unity runtime.&lt;/p&gt;

&lt;p&gt;This assumption defines how we prototype, deploy, reuse, and even imagine what a “runtime” is supposed to be.&lt;br&gt;
It’s convenient, but also limiting—especially when you want lightweight experimentation or cross‑platform flexibility.&lt;/p&gt;

&lt;p&gt;This is where my project, NextLiber VRM (NLV), comes in.&lt;/p&gt;

&lt;p&gt;Unity as data, not a platform&lt;br&gt;
At its core, Unity scenes are stored as YAML.&lt;br&gt;
That means:&lt;/p&gt;

&lt;p&gt;Transforms&lt;/p&gt;

&lt;p&gt;Prefabs&lt;/p&gt;

&lt;p&gt;Materials&lt;/p&gt;

&lt;p&gt;Mesh references&lt;/p&gt;

&lt;p&gt;Component structures&lt;/p&gt;

&lt;p&gt;…are all data, not magic.&lt;/p&gt;

&lt;p&gt;And if it’s data, then it can be interpreted anywhere.&lt;/p&gt;

&lt;p&gt;This simple idea led me to explore a radical direction:&lt;/p&gt;

&lt;p&gt;What if Unity scenes could run outside Unity?&lt;/p&gt;

&lt;p&gt;Not by re‑implementing Unity.&lt;br&gt;
Not by competing with Unity.&lt;br&gt;
But by treating Unity assets as a portable format that can be reconstructed in an external runtime.&lt;/p&gt;

&lt;p&gt;Introducing NextLiber VRM&lt;br&gt;
NLV is a Java‑based virtual runtime that:&lt;/p&gt;

&lt;p&gt;reads Unity YAML&lt;/p&gt;

&lt;p&gt;reconstructs the object hierarchy&lt;/p&gt;

&lt;p&gt;interprets scene data&lt;/p&gt;

&lt;p&gt;renders it externally (starting with 2D)&lt;/p&gt;

&lt;p&gt;It’s early, experimental, and evolving.&lt;br&gt;
But the goal is clear:&lt;/p&gt;

&lt;p&gt;liberate Unity assets from runtime dependency.&lt;/p&gt;

&lt;p&gt;Why start with 2D&lt;br&gt;
2D is the perfect foundation for exploring this idea:&lt;/p&gt;

&lt;p&gt;simpler physics&lt;/p&gt;

&lt;p&gt;predictable rendering&lt;/p&gt;

&lt;p&gt;manageable MVP scope&lt;/p&gt;

&lt;p&gt;easier debugging of scene reconstruction&lt;/p&gt;

&lt;p&gt;If NLV can run a 2D Unity scene externally,&lt;br&gt;
the path to 3D becomes a matter of iteration, not speculation.&lt;/p&gt;

&lt;p&gt;What this unlocks&lt;br&gt;
Running Unity assets outside Unity could enable:&lt;/p&gt;

&lt;p&gt;lightweight mobile prototypes&lt;/p&gt;

&lt;p&gt;instant scene previews&lt;/p&gt;

&lt;p&gt;cross‑runtime asset reuse&lt;/p&gt;

&lt;p&gt;new workflows for experimentation&lt;/p&gt;

&lt;p&gt;Unity as a format, not just a platform&lt;/p&gt;

&lt;p&gt;This isn’t about replacing Unity.&lt;br&gt;
It’s about expanding what Unity assets can do.&lt;/p&gt;

&lt;p&gt;Challenges ahead&lt;br&gt;
There are real obstacles:&lt;/p&gt;

&lt;p&gt;physics emulation&lt;/p&gt;

&lt;p&gt;shader abstraction&lt;/p&gt;

&lt;p&gt;animation systems&lt;/p&gt;

&lt;p&gt;cross‑platform runtime design&lt;/p&gt;

&lt;p&gt;deciding what to emulate vs. reinvent&lt;/p&gt;

&lt;p&gt;But these challenges are part of the fun.&lt;br&gt;
They define the frontier.&lt;/p&gt;

&lt;p&gt;If this idea resonates with you&lt;br&gt;
NLV is open, experimental, and very much in motion.&lt;br&gt;
If the thought of “Unity outside Unity” sparks something in you,&lt;br&gt;
I’d love to hear your thoughts.&lt;/p&gt;

&lt;p&gt;GitHub:&lt;br&gt;&lt;br&gt;
&lt;a href="https://github.com/Akito5928/NextLiber-VRM" rel="noopener noreferrer"&gt;https://github.com/Akito5928/NextLiber-VRM&lt;/a&gt;&lt;/p&gt;

</description>
      <category>java</category>
      <category>architecture</category>
      <category>gamedev</category>
      <category>showdev</category>
    </item>
    <item>
      <title>NextLiber VRM — Running Unity projects outside the Unity runtime</title>
      <dc:creator>Akito Hayasaka</dc:creator>
      <pubDate>Tue, 27 Jan 2026 05:55:02 +0000</pubDate>
      <link>https://dev.to/akito_hayasaka_5a998b52e2/nextliber-vrm-running-unity-projects-outside-the-unity-runtime-5aml</link>
      <guid>https://dev.to/akito_hayasaka_5a998b52e2/nextliber-vrm-running-unity-projects-outside-the-unity-runtime-5aml</guid>
      <description>&lt;p&gt;Unity’s editor and asset ecosystem are incredibly powerful, but its runtime is heavy, closed, and increasingly restrictive.&lt;/p&gt;

&lt;p&gt;I’ve been exploring a radical idea:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Running Unity projects outside the Unity runtime.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This concept is called &lt;strong&gt;NextLiber VRM (NLV)&lt;/strong&gt; — a Java-based Virtual Runtime Machine that interprets Unity scenes, assets, and logic without relying on Unity’s native runtime.&lt;/p&gt;

&lt;h3&gt;
  
  
  Why this idea matters
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;Unity runtime dependency is a long-standing bottleneck&lt;/li&gt;
&lt;li&gt;Licensing and platform restrictions limit long-term sustainability&lt;/li&gt;
&lt;li&gt;Research, education, and enterprise use cases often need more openness&lt;/li&gt;
&lt;li&gt;Unity assets are valuable, but the runtime is not always the best execution layer&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  What NLV aims to explore
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;A Java-based external runtime&lt;/li&gt;
&lt;li&gt;Interpreting Unity scenes and assets&lt;/li&gt;
&lt;li&gt;Redefining the execution layer of Unity projects&lt;/li&gt;
&lt;li&gt;A new architecture for long-term asset liberation&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Still conceptual, but the vision is clear.&lt;/p&gt;

&lt;h3&gt;
  
  
  GitHub
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://github.com/Akito5928/NextLiber-VRM/" rel="noopener noreferrer"&gt;https://github.com/Akito5928/NextLiber-VRM/&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Discussions
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://github.com/Akito5928/NextLiber-VRM/discussions" rel="noopener noreferrer"&gt;https://github.com/Akito5928/NextLiber-VRM/discussions&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If this idea resonates with you, I’d love to hear your thoughts.&lt;/p&gt;

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      <category>architecture</category>
      <category>gamedev</category>
      <category>java</category>
      <category>showdev</category>
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