Bring Your Own Model in Unity
Run your characters on a local model your game ships, in any supported model family.
A local project can run its characters on a model file your game ships instead of a MistScale model. You pick the model's family in the dashboard and point the SDK at the file. MistScale writes every prompt in that family's format, so memory, knowledge, behaviour rules and relationships work the same way.
Supported families
A family is a chat template. Any GGUF model that uses one of these templates works, including your own fine-tunes, as long as the file keeps the template.
Qwen 3 (ChatML)Llama 3MistralGemma 4Phi-41. Choose your own model in the dashboard
On the project Overview, select Change next to the model. Choose Local, then Your own model, then the family your file belongs to. Every character in the project uses it.
2. Point the SDK at the file
Call MistscaleLocal.UseOwnModel with the file's path before any local character registers. The SDK loads that file and downloads nothing.
using System.IO;
using Mistscale.SDK;
using UnityEngine;
public class OwnModelSetup : MonoBehaviour
{
void Awake()
{
// The GGUF your game ships. It must be a real file on disk.
string path = Path.Combine(Application.persistentDataPath, "models", "my-model.gguf");
MistscaleLocal.UseOwnModel(path);
}
}Application.persistentDataPath first, then pass that path.MistscaleLocal.UseOwnModel; older versions cannot run its prompts. The game loads one model per session, so after you change the project's model in the dashboard, restart the game.Troubleshooting
No file foundFAMILY_MISMATCHUNSUPPORTED_FAMILYMESSAGE_TOO_LONGNo chat template