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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,... show more
13,577 次观看 • 6 个月前 •via X (Twitter)
48 条评论

man, when you get fully unchained and can operate in Unity and Godot at the same pace you can work in Phaser it's going to be unreal another awesome concept, i'd play this!

Appreciate it Sam!

Hi Danny, I'm trying to build my game with Bezi too. How do you usually set up for a new project? I split my SPEC (GDD) into 6 pages because of the context limit, then set a plan from those, but I'm not sure if that's the best approach. Would it make more sense to start with a single scene and layer in systems and scenes from there? Would love to hear how you think about it.

Hey Aiko! It’s awesome that you’re starting with a GDD. For me I usually just build and iterate prompt by prompt because I tend to change the game features as I playtest it. As for setup, I let Bexmzi set up the scene for me and so far the game prototypes are in 1 scene. I haven’t really done multi-scene dev yet on Unity. That should be next!

Thank you so much! Yes I like to edit alongside playtesting too, the visual and tactile feedback makes iteration so much better. It took me longer to get a visible scene from a GDD in Unity than Godot, probably because Unity's serialized architecture is fundamentally different and takes more time to get used to. But thanks to your gameplay video, I still believe Bezi can take me somewhere interesting with polished and vibrant visuals. I'll keep at it!

@DannyLimanseta Godot上手真快,迭代超爽!Unity那架构确实坑😂

@DannyLimanseta 是的但是unity素材商店太好了🥹还是想用

Love to see it! Glad you're getting max value out of Plan Mode. It's definitely a gamechanger, once you start using it.

Interested to know why Unity over Godot over Threejs where it's easy to release on the web and distribute?

I guess it’s because it’s my dream to ship a game on steam and I wanted to see how far I can push it.

@NicolasZu ‘s ThreeJS is on steam!

@NicolasZu That’s cool! I heard that it’s possible to publish threeJS to steam via electron but with a performance ceiling. I’ll need to research more on it!

@chongdashu Performance ceiling is there for sure, I am deep in the tranchees of optimization. It’s still far from the performance of Unity or Godot

@chongdashu That’s good to know! Would love to hear more on how the optimisation goes. I did see a threeJS demo with thousands of enemies at good FPS but I’m not sure how it was achieved and whether it will still hold that performance with game systems built on top of it.

I have concurrent 10000 zombies and close to 50000 moving objects in my game Zombies Per Minute, in late game. It’s 90 fps on MacBook M1 Pro. - I chase draw calls like they own me money (instanced mesh + merge geometries + batched mesh) - I hunt for triangles, so lot of LOD - I try to have as few materials as possible - Culling everywhere - Full ECS or Structure of Arrays - So many shadows are fake lol Etc

@chongdashu That’s a ton of optimization! Amazing that you managed to keep the performance so good with thousands of objects. I’ve heard that ECS is pretty amazing, I’ll need to look into this!

Super cool, glad to hear you're enjoying @BeziHQ and that you see the importance of creating a good plan with Plan Mode. It makes a huge difference

@BeziHQ Thanks Cecilia! Yeah the plan is so essential in getting a feature implemented in a scalable way

Looks good. I've just been using Cursor for my unity work. What does bezi do better?

I think Cursor is pretty decent at Unity, but Bezi is specially designed to work with Unity. It has a plug in for Unity which allows it to perform certain actions in the Unity editor, which saves a lot of time to manually navigate through the Unity UI to set things up

Just waiting for one of these llms to fully integrate into unreal, only manual thing I want to do is art

Hey @grok what is bezi?

I’m grinding on a little roguelike and am finding that Kimi has been great with the UI patterns.

Nice! This autobattler looks really solid for a few days of work. Having tools like Bezi around when I had to learn Unity as a complete noob back in 2019 would've been nice. But yeah hard agree about the power of the Unity asset store, definitely helps you get moving off the ground with projects a lot.

Looks cool and fun, thanks for sharing! Now I need to check it and spend another weekend in another rabbit hole 😁

Dude, make a tutorial.

yo this is sick! How did you create the art assets?

Most I got them from Unity asset store

Great project! I’m still unsure about giving Bezi full control. Since I’m still learning C#, I always review the code thoroughly before implementing it.

sir! is this game make by AI 100% ?

Yup the code is is built with AI

You are a beast. So cool. •

Is Bezi an app or your own agent

Oh @BeziHQ is an app that specialise in Unity AI assisted game dev

@BeziHQ I see, I see! How does it compare to using Claude, or Cursor to assist you

@BeziHQ So far Bezi is the best for Unity engine game dev for me, but it’s still early days! Been using Bezi for 1-2 weeks

No one cares about your slop. No one will play this. Have fun!

do u prefer godot or unity for agentic coding?

I really miss these straight fwr JRE like nokia games

Why did you pick Bezi over MCP? Is it better?

My early experience with Unity MCP was that it was slow and clunky, but that was months ago. Not sure about now

Just a tip when vibe coding UI for unity you can use the new unity UXML, the AI is very capable of writing and wiring up the UI for you

the hell is bezi

How are the token limits? are you using too much?

I had to upgrade to the $200/month plan and I will probably blow through it. But then again I was on Cursor Ultra plan so I guess it’s pretty similar

How long did the whole PvZ autobattler take you?

This is the right way to do it: tight playtest loop and small, stable changes each prompt. Once the project structure stays consistent, agentic coding starts to feel real.

Unity's UI Builder is absolute trash. TextMesh Pro is the way to go
