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ErenAta00/MorpheusHigh-LLM-14B-Virtual-Reality-Model
MorpheusHigh-LLM-14B-Virtual-Reality-Model is a machine learning model from ErenAta00. Use it for the machine learning task on the model card, and read the license before you ship it in a product. The card lists the license as apache-2.0.
<div align="center" <img src="https://cdn-uploads.huggingface.co/production/uploads/672b6a9a5cf8fcb442436a7a/NHPP95dznOp3gnhPaDemn.png"/ </div
Downloads · 30 days
39
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.gguf9 GB · 100%
From the Hugging Face model README
MorpheusHigh is a large language model fine-tuned specifically for the Unity Engine ecosystem, XR (VR/AR/MR) architecture, and advanced C# programming. Built upon the Qwen 2.5 14B foundation, this model has been optimized using Supervised Fine-Tuning (SFT) and Direct Preference Optimization (DPO) to master the nuances of simulation development.
Designed for developers, MorpheusHigh moves beyond simple code completion. It understands spatial computing, device optimization (Meta Quest 3, Apple Vision Pro), and the asynchronous logic required for high-performance immersive experiences. It acts not merely as a coder, but as a Senior Technical Architect.
The development of MorpheusHigh represents a journey of "competence acquisition" rather than a simple software update.
The initial phase (formerly V1) was the first adaptation of the Qwen 2.5 base model to the Unity and C# ecosystem. The goal was to teach the model the syntax of a game engine and basic physics rules. The model behaved like a "Junior Developer": capable of constructing standard MonoBehaviour structures and coding basic mechanics. However, it often prioritized "making it work" over performance and relied on unnecessary external libraries.
With the MorpheusHigh update, the strategy shifted from "Coding" to "Architecting." The model was re-trained using curated data from industry-standard, high-complexity source codes like UniVRM, UniGLTF, and TiltBrush. This process taught the model not just how to write code, but why it should be written in a specific way.
Key Evolutions:
Object Pools instead of lists).UniTask patterns over dangerous async void operations.ExportDialogBase), and specialized tools (NativeArray) deep within the project's DNA.MonoBehaviour), ScriptableObjects, URP/HDRP Render Pipelines, and Custom Editor Scripting.async/await patterns, Tasks, Coroutines, and thread-safety protocols within Unity.MorpheusHigh has outperformed general-purpose competitors (DeepSeek-R1, ChatGPT-4o, Claude 3.5 Sonnet) in rigorous tests measuring domain expertise. The model's ability to recognize the "Architectural Fingerprint" of a project provides a distinct advantage.
<div align="center"> <img src="https://cdn-uploads.huggingface.co/production/uploads/672b6a9a5cf8fcb442436a7a/lfflZzTPiyiawXQqguH7l.png"/> </div>This benchmark measured the ability to adapt to an existing, complex codebase (such as UniVRM/TiltBrush), rather than generic coding skills.
Q1: Legacy Hash Logic (Circle3 Struct)
<< 2, >> 2) and XOR (^) instead of modern HashCode.Combine.Q2: Custom Inheritance (VRM Export Dialog)
ExportDialogBase rather than the standard Unity EditorWindow.Q3: Custom Shader Math (GLSL)
atan and sqrt(dot) combinations) found in legacy shader codebases without "modernizing" them into standard GLSL functions.Q4: State Machine Architecture (SlideState Logic)
SlideState.MovingIn/Out) and timer logic.Q5: Custom Helper Methods (DateTime Extension)
"n/a" string for null checks in a DateTime extension method, instead of standard empty strings or "null".To achieve maximum efficiency, speed, and zero hallucinations, use the following Python script. This setup ensures the model runs on GPU layers for optimal performance.
pip install huggingface_hub llama-cpp-python
from huggingface_hub import hf_hub_download
from llama_cpp import Llama
# 1. Download Model
MODEL_REPO = "ErenAta00/MorpheusHigh-LLM-14B-Virtual-Reality-Model"
MODEL_FILE = "MorpheusHigh-LLM-14B-Virtual-Reality-Model.Q4_K_M.gguf"
print(f"Downloading model: {MODEL_FILE}...")
model_path = hf_hub_download(repo_id=MODEL_REPO, filename=MODEL_FILE)
# 2. Initialize Engine (GPU Configuration)
# Adjust n_gpu_layers based on your VRAM (e.g., 60 for full offload on A100/T4)
print("Initializing Morpheus Engine...")
llm = Llama(
model_path=model_path,
n_gpu_layers=60,
n_ctx=4096,
verbose=False
)
# 3. System Protocol (Architect Persona)
SYSTEM_CONTEXT = """<|im_start|>system
You are MorpheusHigh, a specialized Unity Architecture Lead & XR Expert.
Your knowledge comes directly from the UniVRM, UniGLTF, and TiltBrush codebases.
CORE DIRECTIVES:
1. No Chatter: Output ONLY the C# or GLSL code block. No explanations.
2. Domain Accuracy: Use specific namespaces (UniVRM10, UniGLTF, TiltBrush).
3. Architecture: Prefer ExportDialogBase over EditorWindow, and Lazy<T> for Singletons.
<|im_end|>"""
# 4. Execute Query
user_query = "Write the `VRM10ExportDialog` class inheriting from `ExportDialogBase`."
prompt = f"{SYSTEM_CONTEXT}<|im_start|>user\n{user_query}<|im_end|>\n<|im_start|>assistant\n```csharp\n"
print(f"\nQuery: {user_query}")
print("-" * 60)
output = llm(prompt, max_tokens=2048, echo=False)
print(output['choices'][0]['text'])
print("-" * 60)
MCBU XRLab - Data Science Team Leader Eren Ata
<div align="center"> <img src="https://cdn-uploads.huggingface.co/production/uploads/672b6a9a5cf8fcb442436a7a/RXmRa9hiIjth3I5yAgsaq.png" width="200" alt="MCBU XRLab Logo"/> </div>