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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 просмотров • 6 месяцев назад •via X (Twitter)

Комментарии: 32

Фото профиля Julian Park
Julian Park6 месяцев назад

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

Фото профиля Danny Limanseta
Danny Limanseta6 месяцев назад

@bezihq Yes I am!

Фото профиля Ben Pielstick
Ben Pielstick6 месяцев назад

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

Фото профиля Danny Limanseta
Danny Limanseta6 месяцев назад

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

Фото профиля AH Studio
AH Studio6 месяцев назад

@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.

Фото профиля August Dean Ayala
August Dean Ayala6 месяцев назад

@bezihq @julianparc bezi is dope

Фото профиля Nicolas Zullo
Nicolas Zullo6 месяцев назад

@bezihq @julianparc Ok you hyped my curiosity

Фото профиля Resilientree
Resilientree6 месяцев назад

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

Фото профиля Utkarsh Singh
Utkarsh Singh6 месяцев назад

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

Фото профиля Alex Rogov
Alex Rogov6 месяцев назад

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.

Фото профиля hira
hira6 месяцев назад

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

Фото профиля Boyuan (Nemo) Chen
Boyuan (Nemo) Chen6 месяцев назад

@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?

Фото профиля renderfiction
renderfiction6 месяцев назад

@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!

Фото профиля Danny Limanseta
Danny Limanseta6 месяцев назад

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

Фото профиля renderfiction
renderfiction6 месяцев назад

@bezihq @julianparc 👀 that's wild

Фото профиля Max Hertan
Max Hertan5 месяцев назад

@bezihq @julianparc @theisaacmed

Фото профиля BlaséBuffalo
BlaséBuffalo6 месяцев назад

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

Фото профиля Lord Saucy
Lord Saucy6 месяцев назад

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

Фото профиля Michael Beckett
Michael Beckett6 месяцев назад

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

Фото профиля Jade Truong
Jade Truong6 месяцев назад

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

Фото профиля Koator
Koator6 месяцев назад

@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

Фото профиля Rick Zeng
Rick Zeng6 месяцев назад

@bezihq @julianparc Maybe you can try Godot

Фото профиля Caden Burleson
Caden Burleson6 месяцев назад

@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

Фото профиля Rodrigo Echagüe
Rodrigo Echagüe6 месяцев назад

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

Фото профиля Josh
Josh6 месяцев назад

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

Фото профиля Gregor
Gregor6 месяцев назад

@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.

Фото профиля Era_ "Sweep" & 🦈
Era_ "Sweep" & 🦈6 месяцев назад

@bezihq @julianparc claim fees

Фото профиля Sahil Singh
Sahil Singh6 месяцев назад

@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

Фото профиля NoodleBrain
NoodleBrain6 месяцев назад

@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.

Фото профиля Erwin
Erwin6 месяцев назад

@bezihq @julianparc Is it better than coplay?

Фото профиля Liam Philiben
Liam Philiben6 месяцев назад

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

Фото профиля Danny Limanseta
Danny Limanseta6 месяцев назад

@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 просмотров • 5 месяцев назад

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.

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