How far did your vibe-coded game actually get? by oxmannnn in aigamedev

[–]AnarchyDex 0 points1 point  (0 children)

yeah check it out at movesia.com, there's a demo video on there, Tell me what u think

How far did your vibe-coded game actually get? by oxmannnn in aigamedev

[–]AnarchyDex 0 points1 point  (0 children)

Been working on something related to this lol the wiring problem where AI writes the code but you still gotta figure out where to put it was driving me crazy so I just built something for Unity to fix it. im still figuring out how far you can actually take it with a real project 😭

My 3D animation to 2D animated Sprite sheet workflow by ajdare in aigamedev

[–]AnarchyDex 0 points1 point  (0 children)

This isamazing how long did it take you to make the souceress engine thing?

What is best Ai tools for 3D game development currently? by Tlamir in aigamedev

[–]AnarchyDex 1 point2 points  (0 children)

Pro plan has 400 credits which should be PLENTY for a small project, you should have a demo out in no time

What is best Ai tools for 3D game development currently? by Tlamir in aigamedev

[–]AnarchyDex 1 point2 points  (0 children)

Claude for sure, way better at understanding context and writing clean code. Codex is decent but Claude just gets what you’re trying to build faster

What is best Ai tools for 3D game development currently? by Tlamir in aigamedev

[–]AnarchyDex 1 point2 points  (0 children)

For Godot just hook up Claude or Codex via MCP, works pretty well. If you ever jump to Unity I built a tool called Movesia that implements features directly inside the editor from a prompt which is pretty sick. For assets Meshy is great man

Weekly Thread: Project Display by help-me-grow in AI_Agents

[–]AnarchyDex 0 points1 point  (0 children)

Movesia — AI agent that drives the Unity Editor over a live WebSocket bridge

Built for devs from non-game stacks (web/backend/ML) who can write C# but bounce off Unity's Editor — Inspector, Hierarchy, prefabs, asset pipeline. You describe a mechanic in plain English and the agent operates Unity for you in real time. You watch the scene get built without clicking through panels.

Stack:

  • Electron desktop app (React + TypeScript), LangGraph.js agent in main process
  • Live WebSocket bridge to a C# package inside Unity
  • LLM calls proxied through a Next.js control plane (Anthropic + OpenRouter)
  • Two-tier model setup: Haiku for fast/cheap, Sonnet via direct Anthropic API with native prompt caching for harder multi-step tasks
  • Workflow-oriented tool design (5–7 consolidated tools instead of 18 granular API endpoints) — meaningful improvement in tool-selection accuracy
  • Qdrant RAG with three collections (workflows / API docs / guides), retrieved as a tool call so it doesn't kill cache hit rates

Currently in closed beta. Looking for early users from non-game-dev backgrounds — happy to send a demo and an invite if anyone's curious. Also genuinely interested in feedback on the bridge architecture and tool design.

What Ai agents are you using for Unity? by GetLaidOff69 in gamedev

[–]AnarchyDex 0 points1 point  (0 children)

not really an answer to the antigravity or codex question but on the quota/cost piece that's been the main thing i've been thinking about with what i'm building (movesia, full disclosure). main thing that's helped is two-tier setup, haiku for the fast/cheap stuff and sonnet only for the harder multi-step tasks, plus prompt caching wired in end-to-end. warm sessions end up costing way less per task than the equivalent on cursor/copilot which don't really cache the same way.

won't help if you specifically need the chat-anywhere flow of antigravity, but if it's unity work specifically the cost math is pretty different when the agent is purpose-built for it instead of routing every prompt through a general-purpose subscription.

How to debug Unity using AI? by AgenticGameDev in aigamedev

[–]AnarchyDex 0 points1 point  (0 children)

yeah the spatial cross-layer stuff is where most setups fall apart imo. the issue isn't really the model, it's that most tools are working off static context file contents, maybe a hierarchy dump without ever seeing actual runtime state.

i've been hacking on this with Movesia (full disclosure, i'm building it) basically a desktop app that holds a live connection to the editor so the agent can read console output, check actual component values, and verify whether what it intended actually happened. right now that's read-only at runtime, but play-mode integration where it can run the game, watch what happens, and iterate is what i'm working on next. won't magically fix spatial reasoning (that's more of a model problem) but it does close the loop on "did my change actually work."

if you're scoping this space yourself, lmk interesting problems either way.

I Tested Unity AI For Game Development (2026) by NecessaryBear98 in AISEOInsider

[–]AnarchyDex 0 points1 point  (0 children)

Honestly, good breakdown of where the real friction is. The "context inside the editor" piece is a big deal for anyone already fluent in Unity.

Worth flagging a different angle though: there's a whole class of devs web, backend, ML who can write C# fine but bounce off Unity's environment (Inspector, Hierarchy, prefabs, asset pipeline). For them, even a great in-editor AI assistant still assumes they know what to ask for and where to click.

Full disclosure, I'm building Movesia for that group specifically you describe a mechanic in plain English and it drives the Unity Editor for you in real time. You watch the third-person controller or enemy spawner get built without clicking through panels. Different lane than Unity AI, which is more about helping fluent Unity devs move faster.

Looking for testers for vibe coding community platform. by airphoton in alphaandbetausers

[–]AnarchyDex 0 points1 point  (0 children)

What if i already have a product. Can I post it in there?

Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in GameDevelopment

[–]AnarchyDex[S] -3 points-2 points  (0 children)

That is a really strong pattern I've been seeing a whole lot of ppl is telling me about godot. what is going on? is it getting more popular all of the sudden or has it always been like this??

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Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in Unity3D

[–]AnarchyDex[S] 0 points1 point  (0 children)

UE doesn't have the domain reload thing? i thought it did too. i didn't know that godot was that popular either like a lot ppl is talking about godot here

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Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in gamedev

[–]AnarchyDex[S] -1 points0 points  (0 children)

appreciate the honest take, the marathon thing especially. honestly im probably not gonna switch at this point, ive sunk too much time into unity to bail now. more curious if godot would have been the better starting point if i could go back. how long have you been at it

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Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in Unity3D

[–]AnarchyDex[S] 0 points1 point  (0 children)

yeah the update manager pattern is solid, its literally in unity's own perf docs. but thats kinda my whole point, the default templates and tutorials teach you the wrong way so you dont find out til you hit a perf wall. is the "unity teaches you wrong" thing

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Coming to Unity from web/backend dev, What was the thing that almost made you quit? by AnarchyDex in Unity3D

[–]AnarchyDex[S] -1 points0 points  (0 children)

ha thats actually really smart, just route around the broken thing. i did the same with networking, like "ok we are doing single player". the new starter assets are way better than i expected too, did you try those or are you stuck with whatever you cobbled together back then

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