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Got introduced to , an AI code assistant specialised for Unity by Julian Park and after dabbling with it for a day, I am really impressed with how good it is for vibe coding on the Unity Game Engine. Bezi early impressions: - Bezi works direcly on Unity with...

49,478 views • 6 months ago •via X (Twitter)

32 Comments

Julian Park's profile picture
Julian Park6 months ago

@bezihq Glad to hear you're enjoying it!!

Danny Limanseta's profile picture
Danny Limanseta6 months ago

@bezihq Yes I am!

Ben Pielstick's profile picture
Ben Pielstick6 months ago

@bezihq @julianparc This is not a specialized model. It is scaffolding on top of the same frontier models used for everything else.

Danny Limanseta's profile picture
Danny Limanseta6 months ago

@bezihq @julianparc Yup you’re right and I think the harness is built specifically for Unity hence the performance on Unity is better

AH Studio's profile picture
AH Studio6 months ago

@bezihq @julianparc Unity plugins are tactical. AH Studio architects production-grade proprietary infrastructure that collapses entire cycles for enterprise and Muslim tech frontiers—no manual editor friction, pure intent-to-deployment. Velocity is the only metric that scales to sanctuaries.

August Dean Ayala's profile picture
August Dean Ayala6 months ago

@bezihq @julianparc bezi is dope

Nicolas Zullo's profile picture
Nicolas Zullo6 months ago

@bezihq @julianparc Ok you hyped my curiosity

Resilientree's profile picture
Resilientree6 months ago

@bezihq @julianparc Incredible leap compared to what you shared two days ago 🤯

Utkarsh Singh's profile picture
Utkarsh Singh6 months ago

@bezihq @julianparc been using a few AI tools for game dev. they often miss the vibe part.

Alex Rogov's profile picture
Alex Rogov6 months ago

Your last point is the key insight here. A specialized model that deeply understands Unity's API surface and scene graph will always outperform a general model guessing from docs. Same pattern we see with Claude Code — domain-specific tooling beats raw model intelligence every time.

hira's profile picture
hira6 months ago

@bezihq @julianparc bezi sounds like a game changer for unity dev

Boyuan (Nemo) Chen's profile picture
Boyuan (Nemo) Chen6 months ago

@bezihq @julianparc Plugin approach is smart — staying inside the engine instead of bouncing between IDE and Unity. How does it handle complex scenes though? Like coordinated multi-object behavior, does it understand the scene hierarchy well enough to not break existing stuff?

renderfiction's profile picture
renderfiction6 months ago

@bezihq @julianparc The trailer vibes in the first 10 seconds were *chef's kiss* all you needed was a logo or artistic game title overlayed for a second 😄. Anyway, sounds like a great tool!

Danny Limanseta's profile picture
Danny Limanseta6 months ago

@bezihq @julianparc Thanks! Yeah I literally prompted the model to do a camera flythrough intro and it did just that. Pretty amazing tool

renderfiction's profile picture
renderfiction6 months ago

@bezihq @julianparc 👀 that's wild

Max Hertan's profile picture
Max Hertan5 months ago

@bezihq @julianparc @theisaacmed

BlaséBuffalo's profile picture
BlaséBuffalo6 months ago

@bezihq @julianparc You think Bezi is better than the Unity MCP?

Lord Saucy's profile picture
Lord Saucy6 months ago

@bezihq @julianparc Im trying this with neostack with unreal engine I wanna try bezi now tho im jusr so invested in unreal assets already :/

Michael Beckett's profile picture
Michael Beckett6 months ago

@bezihq @julianparc Let's go fishing! Love it

Jade Truong's profile picture
Jade Truong6 months ago

@bezihq @julianparc Heyyy I love thiss vibe! Tmr will use codex to make one hahaa tks for this idea

Koator's profile picture
Koator6 months ago

@bezihq @julianparc Do you have like a tutorial or advice for developing a game? I can make my own assets but lack dev skills/code writing

Rick Zeng's profile picture
Rick Zeng6 months ago

@bezihq @julianparc Maybe you can try Godot

Caden Burleson's profile picture
Caden Burleson6 months ago

@bezihq @julianparc Making a game for mobile in Unity isn’t the issue. It’s building to iOS to XCode then having to build in Xcode to get on phone to test, just to find out there’s another bug that needs fixing. Whole process takes like 10mins Imagine that 10x a day What led me to burnout

Rodrigo Echagüe's profile picture
Rodrigo Echagüe6 months ago

@bezihq @julianparc I tried to vibe code with Unity but my results are so bad, I need to keep trying I guess

Josh's profile picture
Josh6 months ago

@bezihq @julianparc How would you compare bezi to Unity MCP?

Gregor's profile picture
Gregor6 months ago

@bezihq @julianparc I'm not sure "specialized" is always the win it sounds like. Narrow tools feel great until you hit the 20% of problems they weren't trained for and you're stuck mid-build with no fallback.

Era_ "Sweep" & 🦈's profile picture
Era_ "Sweep" & 🦈6 months ago

@bezihq @julianparc claim fees

Sahil Singh's profile picture
Sahil Singh6 months ago

@bezihq @julianparc I guess its bezi's guardrails around unity that are doing the trick, they must be using one of the frontier models under the hood

NoodleBrain's profile picture
NoodleBrain6 months ago

@bezihq @julianparc domain-specific models beating general ones shouldn't be surprising but it still is every time. unity-native context changes everything for game dev.

Erwin's profile picture
Erwin6 months ago

@bezihq @julianparc Is it better than coplay?

Liam Philiben's profile picture
Liam Philiben6 months ago

@bezihq @julianparc does this change your opinion at all about using godot > unity for vibe coding games?

Danny Limanseta's profile picture
Danny Limanseta6 months ago

@bezihq @julianparc Yup potentially but I need more time to explore Bezi w Unity to confirm this

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I've been spending more time with Bezi to see how far I can push vibe coding a game on the Unity Editor. So far, I'm pretty happy with what I can achieve with Bezi. Here are some learnings: - Even though I use Bezi to do all agentic coding, I still have to perform a few small manual tasks in the Unity Editor - As a result, I feel like I am getting a hang of Unity's complex and clunky UI, which actually feels good! - This is one of those examples where Vibe Coding is a great way to learn game dev. - For big features, I can't state the importance of asking the agent to create a plan first before implementing the feature. It can work wonders. Most of the bigger features/ssytems starts with a clear plan. - The biggest strength about working with Unity Engine is the Unity Asset Store, there's so much good stuff in there, 3D assets, shaders, vfx etc that can really spice up your game, that other game enginers will need to build from scratch. - Because Unity Assets Stores sell UI assets packs, I was able to implement decent looking UI fairly quickly. For those of you that vibe code games, you know how much of a pain it is to implement UI. - I did meet a few hiccups along the way where Bezi seems to struggle a little with implementing some features, but usually with some retries it works out at the end, though it burns a ton of tokens. After spending more time with Bezi, I'm still feeling good about using it. I am able to get this PvZ style autobattler working in a few days!

Danny Limanseta

13,577 views • 5 months ago

Xgame is now available to download for free on Mac, Windows, and Linux. 🌌 This started a week ago, when Unity launched the Unity CLI. I plugged in Grok Build and Grok 4.5 and asked for a 3D world. Then I thought, can it make a beautiful ocean and sky? Then it evolved further into a simple island game, just to see what was possible. No design doc. No pipeline plan. Every answer came back better than the last one, and somewhere in that loop the experiment stopped feeling like a demo and started feeling like a game. So I changed the question. Instead of an island, I asked for space. Dogfights. Capital ships. Missions with weight. The pipeline that formed around it wasn’t something I designed on a whiteboard. First it grew out of what I needed next. Combat that punched. Enemies that pushed back. Ships that existed as code, not downloads. Tools to manage the clips and the assets because the game was growing faster than any manual process could keep up. That’s the discovery that stuck with me. I wasn’t “using AI to help me code a game.” I was building the game by talking to the system that was writing it, running it, and shipping builds for it over and over, until it felt right. Then something I didn’t plan for happened. People saw it. A lot of people.The early footage traveled farther than expected. Elon Musk shared it. And then a few days later Unity’s CEO reached out. Not a cold form letter, a real “we’ll have people contact you.” A week earlier I was poking the new Unity CLI with Grok. Suddenly the company behind the engine was looking at what came out of that experiment. I didn’t set out to prove a thesis. I set out to see if one person, with the right harness, could go from a blank project to something you’d actually want to play. The answer turned out to be YES and the shocking part isn’t any single feature. It’s that the whole thing was vibe-coded end to end. The game, the polish passes, even the little systems that made the next pass possible. Xgame is free because that was always the point. No launcher. No account. No store page. Download it, open it, and play. If you’ve been waiting for permission to try building something like this yourself this is it. The tools are here. The game is live and this is only the beginning.

Dan

15,057 views • 1 month ago