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I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings: - I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning) - The model was... show more
187,724 Aufrufe • vor 8 Monaten •via X (Twitter)
60 Kommentare

if you like the unity store but you want to use it in godot or three.js I made an MCP that let you get and convert the assets you purchased from it

Ooh this looks really nifty. Thanks for building this!

I used this MCP server and it works really well actually. I did not use their paid plan for the in editor AI Agent. Just hooked it up to opencode with ChatGPT-5.4 and it does a very good job

Interesting! I had a bad experience with Unity MCPs months ago but I’ll give this a try. Thank you!

@brennendav1s Unity is adding AI directly inside their editor in the next big update they said. So it will write the scripts, create the game object and connects everything it seems

@brennendav1s I’ll def be checking it out!

I think you'll really enjoy using @bezihq :)

@bezihq Oh! I think I saw Bezi from Thomas’ YouTube a while ago. Looks like I need to give it a try!

It reminded me of The Legend of Zelda: Phantom Hourglass. It looks awesome! How much did you spend in USD on Cursor, and how much time did it take? Did you calculate it?

Thanks! This took about 5-6 hours, I think it’s about $40+ in cursor mainly using Opus and Sonnet 4.6

Is it possible to use Unity in a code-only way? The main benefit of Unity is I get cross compile to a bunch of targets I care about, not their editor.

So far I still had to manually attach components in the editor UI. But I agree with you that Unity compiler is great.

vibe code a Godot Asset Marketplace

💡

Awesome Danny! Are you on Mac or PC? I went the ThreeJS route because Unity wasn't as LLM-compatible as the web, but I might revisit for a quick prototype.

Thanks! Oh I’m on Mac. Yeah when it comes to web I think ThreeJS is still the better choice

How far off would you say we are from a complete Unity noob being able to use Cursor to get to this (without the manual stuff you mentioned)? Having made games in Unity, I'm watching for the Unity age of AI to truly arrive... 👀

I think Unity is releasing a better Unity inbuilt UI very soon so that’s something to look out for!

Coding CLIs like Codex and Claude Code do have access to the scene and asset/prefab configurations and YAML and are able to inspect and make changes directly. Just ask the AI to inspect the scene or assets.

Love the blur effect in the distance! Do you plan on turning this into a proper game? I'd love to have fishing in it!

Thanks! This was meant to be a quick game prototype to try out Unity so I don’t have plans to turn it into a game at the moment.

Ask AI to code Unity UI in the new UI toolkit that is like css and xml which is easier for AI

With you on this. The threat to Unity isn't coming from the world models, it's from open source and AI coding assistants. Like you said, it's big, slow, and confusing. Not sure how they come back to relevance over the next few years without *drastic* changes.

It would be really cool if you tested the unreal engine with a similar game and explain your experience.

I’ll give it a shot in future!

Man thats cool dude. Wish I had more time but so busy building myself. Watching you definitely got me off the couch and into the game. Thanks dude 🫡

Thanks man!

🙂

I feel like GUI tools for game engines are on their way out at this stage. It is far easier to work with AI using lower level libraries like three.js and automate all the work than it is to mess with Unity by hand.

Did you try their new AI pipelines announced at GDC? You can always just download from the asset store and import into other engines with the raw fbx and image files.

I haven’t tried it yet! I’ll need to check it out. I’ve been doing the thing with Unity asset store and importing it into Godot, but I haven’t tried it for 3D assets yet. Somehow I don’t have confidence with 3D games for Godot. Will give it a try someday.

I haven't had the time to really look into the new Unity AI pipe but I saw other people working on tools for Unreal. Messed around and got Unreal 5.5 working with MCP but would want to see what the new models can do. It's the same for any asset really just try it out! Once you learn concepts of a game engine it can be applied to any engine. Then just have the LLM figure out the implementation.

Oh wow you made an Unreal MCP! That’s really cool. Unreal always feel daunting to me but I might give it a shot in future with this MCP. Thanks!

No, I just fixed the one made for the newer versions of Unreal. Just get concepts down. Have the AI explain it and you will get it. You have already gotten really far on your own.

Awesome! Yeah there’s still so much to learn but it’s fun.

I've been learning web dev full stack to make tools to help game studios. Having a blast! As long as your having fun thats all that counts.

Yes having fun is such an underrated motivator

As a Unity noob I've tried building stuff like this but seems like Claude just can't make things look good Hopefully they'll create a way soon to make this much easier & straightforward

Love this one Danny! The interactive fish is such a fresh take, might have to add this idea into future games we are building if you don't mind 😁

Sure feel free to reuse the fishing game mechanic! I found it from another game

🙏

Well you should give the Unity MCP a try, it helps in automating some certain things and placement, you can use the popular MCP by Coplay

I think inside the godot engine there is a marketplace tab for assets although it not that much rich

Interesting

@orcdev

What happened with your 2D fishing game prototype?

It’s sitting in one of my many unfinished prototypes. Might get back to it!

Love the Vibe gaming trenches.

cursor and claude built the prototype. now it needs 11 months of work that nobody will make a tweet thread about

🔥🔥

Unity are developing their own coding agent for their IDE

So cool man

That looks beautiful

Love it. Reminds me of DREDGE and Spilled!

Also you’ll burn tokens real fast if you vibe it too hard.

i've found that agents are pretty good at downloading things from the unity asset store to use within godot

How much time did you spend?

This took about 5-6 hours, but I am using store bought assets

The checkpoint problem you hit is the real blocker nobody talks about. Cursor tracks file diffs but has zero visibility into Unity's scene graph and inspector state - you manually drag a component onto a GameObject and the agent has no idea. Godot's text-based .tscn helps there since the agent can actually diff scene state. Unity would need a serializable editor-state format to close that gap.

I just went through a similar experiment with Godot vs Unreal. Claude had a working prototype in Godot in minutes. Getting up and running took longer in Unreal and the editing process is much slower. However, Fab assets are superior. I think based on that alone I’m probably going to stick with UE for game prototypes
