Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

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...

187,724 Aufrufe • vor 8 Monaten •via X (Twitter)

60 Kommentare

Profilbild von Marco Cuciniello
Marco Cuciniellovor 8 Monaten

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

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

Ooh this looks really nifty. Thanks for building this!

Profilbild von Brennen Davis
Brennen Davisvor 8 Monaten

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

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Marx Charle
Marx Charlevor 8 Monaten

@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

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

@brennendav1s I’ll def be checking it out!

Profilbild von Julian Park
Julian Parkvor 8 Monaten

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

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Andrés Cardona
Andrés Cardonavor 8 Monaten

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?

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von John Shedletsky
John Shedletskyvor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Redbeard
Redbeardvor 8 Monaten

vibe code a Godot Asset Marketplace

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

💡

Profilbild von Nicolas Zullo
Nicolas Zullovor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von TheWzrd | Tim Harris 🧙‍♂️
TheWzrd | Tim Harris 🧙‍♂️vor 8 Monaten

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... 👀

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Anand Murugan
Anand Muruganvor 8 Monaten

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.

Profilbild von Friedrich Fröbel 🍪
Friedrich Fröbel 🍪vor 8 Monaten

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!

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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.

Profilbild von Ark
Arkvor 8 Monaten

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

Profilbild von Simon Davis
Simon Davisvor 8 Monaten

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.

Profilbild von OGG
OGGvor 8 Monaten

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

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

I’ll give it a shot in future!

Profilbild von 🇺🇸 Commander Flatus 🇺🇸
🇺🇸 Commander Flatus 🇺🇸vor 8 Monaten

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 🫡

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

Thanks man!

Profilbild von 🇺🇸 Commander Flatus 🇺🇸
🇺🇸 Commander Flatus 🇺🇸vor 8 Monaten

🙂

Profilbild von Ben Pielstick
Ben Pielstickvor 8 Monaten

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.

Profilbild von jonathanhawkins
jonathanhawkinsvor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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.

Profilbild von jonathanhawkins
jonathanhawkinsvor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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!

Profilbild von jonathanhawkins
jonathanhawkinsvor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von jonathanhawkins
jonathanhawkinsvor 8 Monaten

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.

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

Yes having fun is such an underrated motivator

Profilbild von Harry
Harryvor 8 Monaten

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

Profilbild von HerculesHomeless
HerculesHomelessvor 8 Monaten

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 😁

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von HerculesHomeless
HerculesHomelessvor 8 Monaten

🙏

Profilbild von RemiDev
RemiDevvor 8 Monaten

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

Profilbild von Sabbir Hossain
Sabbir Hossainvor 8 Monaten

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

Profilbild von Wilson Dunham Farms
Wilson Dunham Farmsvor 8 Monaten

Interesting

Profilbild von Virgile RIETSCH
Virgile RIETSCHvor 8 Monaten

@orcdev

Profilbild von Mert Hekimci
Mert Hekimcivor 8 Monaten

What happened with your 2D fishing game prototype?

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Cato
Catovor 8 Monaten

Love the Vibe gaming trenches.

Profilbild von Ellie 🎀
Ellie 🎀vor 8 Monaten

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

Profilbild von Saïd Aitmbarek
Saïd Aitmbarekvor 8 Monaten

🔥🔥

Profilbild von Dragdi
Dragdivor 8 Monaten

Unity are developing their own coding agent for their IDE

Profilbild von Emre
Emrevor 8 Monaten

So cool man

Profilbild von Chris
Chrisvor 8 Monaten

That looks beautiful

Profilbild von Josh
Joshvor 8 Monaten

Love it. Reminds me of DREDGE and Spilled!

Profilbild von 𝒻 (x) 🇲🇾
𝒻 (x) 🇲🇾vor 8 Monaten

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

Profilbild von August Dean Ayala
August Dean Ayalavor 8 Monaten

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

Profilbild von Douglas
Douglasvor 8 Monaten

How much time did you spend?

Profilbild von Danny Limanseta
Danny Limansetavor 8 Monaten

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

Profilbild von Boyuan (Nemo) Chen
Boyuan (Nemo) Chenvor 8 Monaten

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.

Profilbild von James Tansley
James Tansleyvor 8 Monaten

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

Ähnliche Videos

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 Aufrufe • vor 7 Monaten