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arxivcs.LGcs.SE2026-07-11

Knowledge-Conditioned, Single-Pass LLM Synthesis of Executable Unity Game Scenes: A Compiler Error Census across 26 Goal Playable Concepts

Hugh Xuechen Liu, Kıvanç Tatar

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 loop and evaluate a single pass, where the first draft is final. This isolates the model's parametric knowledge, the most stringent test of unaided generation. Models instantiate Goal Playable Concepts, playable counterparts of goal patterns, across 10,400 generations (four open-weight models, 7B--30B; two generation modes; four intermediate-representation (IR) conditioning levels; 26 goal patterns; 20 seeds). None compiled into a runnable scene, leaving no survivorship bias. To understand how the generated C\# scripts fail, we categorize the 99 error codes behind 90{,}673 compiler-error occurrences as Grounding (invented or misused Unity types and APIs) or Hygiene (structural defects needing no Unity knowledge). The split differs sharply by goal pattern (e.g., Stealth fails mostly on invented engine references; Capture on plain C\# structure). Larger models, stricter IRs, and different generation modes move the errors but never yield a compiling scene. The bottleneck is missing engine-specific knowledge. The census orders goal patterns by that demand, showing designers where single-pass generation breaks.

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