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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,...

13,577 次观看 • 6 个月前 •via X (Twitter)

48 条评论

Sam Steffanina 的头像
Sam Steffanina6 个月前

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!

Danny Limanseta 的头像
Danny Limanseta6 个月前

Appreciate it Sam!

Aiko 的头像
Aiko6 个月前

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.

Danny Limanseta 的头像
Danny Limanseta6 个月前

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!

Aiko 的头像
Aiko6 个月前

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!

昱峰 的头像
昱峰6 个月前

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

Aiko 的头像
Aiko6 个月前

@DannyLimanseta 是的但是unity素材商店太好了🥹还是想用

Bezi 的头像
Bezi6 个月前

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

Chong-U 的头像
Chong-U6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

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.

Chong-U 的头像
Chong-U6 个月前

@NicolasZu ‘s ThreeJS is on steam!

Danny Limanseta 的头像
Danny Limanseta6 个月前

@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!

Nicolas Zullo 的头像
Nicolas Zullo6 个月前

@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

Danny Limanseta 的头像
Danny Limanseta6 个月前

@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.

Nicolas Zullo 的头像
Nicolas Zullo6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

@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!

Cecilia Uhr 的头像
Cecilia Uhr6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

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

colinyoungscot 的头像
colinyoungscot6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

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

yomments 的头像
yomments6 个月前

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

Joe Dot Average 的头像
Joe Dot Average6 个月前

Hey @grok what is bezi?

Sector Scavengers | Wishlist on Steam 的头像
Sector Scavengers | Wishlist on Steam6 个月前

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

Izkimar 的头像
Izkimar6 个月前

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.

Trajan Esco 的头像
Trajan Esco6 个月前

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

Ghaber 的头像
Ghaber6 个月前

Dude, make a tutorial.

Charles Niu 的头像
Charles Niu6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

Most I got them from Unity asset store

DeagleDryan 的头像
DeagleDryan6 个月前

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.

Jade Truong 的头像
Jade Truong6 个月前

sir! is this game make by AI 100% ?

Danny Limanseta 的头像
Danny Limanseta6 个月前

Yup the code is is built with AI

Kirk Patrick Miller 的头像
Kirk Patrick Miller6 个月前

You are a beast. So cool. •

Sage 的头像
Sage6 个月前

Is Bezi an app or your own agent

Danny Limanseta 的头像
Danny Limanseta6 个月前

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

Sage 的头像
Sage6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

@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

🐱 的头像
🐱6 个月前

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

AJ 的头像
AJ6 个月前

do u prefer godot or unity for agentic coding?

CommonAgents 的头像
CommonAgents5 个月前

I really miss these straight fwr JRE like nokia games

Gorka Games 的头像
Gorka Games6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

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

Kimo 的头像
Kimo6 个月前

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

Kiryoko 🐧 的头像
Kiryoko 🐧6 个月前

the hell is bezi

BlaséBuffalo 的头像
BlaséBuffalo6 个月前

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

Danny Limanseta 的头像
Danny Limanseta6 个月前

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

King of HeroesCM | Solo Indie Dev 的头像
King of HeroesCM | Solo Indie Dev5 个月前

How long did the whole PvZ autobattler take you?

Brian Cheong 的头像
Brian Cheong5 个月前

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.

Offsides 的头像
Offsides6 个月前

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

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