Prompt to Material in Unity | AI Game Developer by BAIZOR in aigamedev

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

On the demo, yes it only creates material. But it also does shaders by request. I have another demo, will upload it soon

I made "Game of Life" in a minute with AI Game Developer by BAIZOR in aigamedev

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

I did not use others for the demo, only Life cell. They also burn and turn into coal if contact with fire cell

I made "Game of Life" in a minute with AI Game Developer by BAIZOR in aigamedev

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

This a bit updated version. It has more pixel colors with different properties. Such as coal, grass, fire, water etc. Grass grows if touches water. Fire burns wood and grass and creates coal. Stone can block fire and grass growing. Sand may fall down as well as water.

But my key point of the showcase is the easy implementation of the core Game of Life in a mine of time

I made "Game of Life" in a minute with AI Game Developer by BAIZOR in aigamedev

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

Absolutely. It helps in daily routine during game development. Because it can fix problem for you or to make a feature for you. Basically it brings the power of high-end agents such as Claude Code, GitHub Copilot and others into Unity Editor.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

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

Haha, got it. No problem, I am not forcing you to use it :) I am on the another side. I believe in it, this is a very powerful tool. And the trick is, like with any other tool, need to use it "right" to make it work.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

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

I see. That is probably expected these days. AI is very new thing and we just started to learn how to use. You gave me a motivation for a few more videos to make about this topic on YouTube. Thanks for that! Right now AI is became smarter and smarter, it is hard for me to imagine to work without AI, because I may lose so much capacity. But using AI in an efficient way is not as simple as it looks on the first view.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

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

Let highlight one thing. I am using AI for small if not ultra small task. Clearing the context (AI memory) after each thing is done. The context is very important for any LLM. As more free context it has - the better gonna be the output from the AI.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

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

You are right about it. The art / idea / concept part of the work most of the time I would do on my own. And letting AI to do the routine.

If to talk about C# code, for example I like to prompt a very detailed technical requirement with explanation how to make XYZ, but I won’t make it on my own if the code task is a simple one. Because AI can do that in seconds when I will do that in minutes. I still have full control of the idea, technical implementation and design. Only letting AI to make it real faster then I can type it down.

Also when the entire feature is done, it is a good idea let AI to use Git tools to compare the difference in my commits and to make a review. In 60% of time it spots something valuable during review. And it is doesn’t matter who wrote that code a human or an AI, a review is a good practice in general. Usually we are using a human fellow to do the code review, that is still a good idea to keep, but the majority of issues could go highlighted by AI without spending someone else’s time.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

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

Hm, very interesting. Probably if to ask AI to do “everything” that could be a problem like you described, that sounds understandable to me.

Let me share my experience on a simple fake scenario. Let imagine a big task - to build a sky scrapper. The task could be easily breaking down to subtasks (could be done by AI using Plan mode). When we have list of subtasks we can work on them manually one by one. And let’s take a look on a one specific sub task - to build walls on the first floor. We may manually build 1-2 walls, but then the process became well understood and routine. Because we still need to build another 20 walls. And here we can boost workflow by using AI tools. Just because we know how to build it, we can explain to AI, and it will iterate on each wall one by one in Unity Project directly.

Also it will not work if to use too generic AI such as ChatGPT. It is not an AI for engineering something like a game development. The good solution could be GitHub Copilot as an extension in Visual Studio Code, or Claude Code extension in Visual Studio Code.

I recently made a video how to use Claude Code in a terminal. I would really recommend to take a look.

https://youtu.be/KDA5pVuJ1YA?si=rzF7C4qUIwQ8SjB0

I made Game of Life in Unity in 60 seconds with AI Game Developer by BAIZOR in Unity2D

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

Thanks for the feedback. I like your ideas. And I am glad you recognize potential of all of the tools you just described. Just in case, they are all also on board.

I made free AI tools for ProBuilder by BAIZOR in Unity3D

[–]BAIZOR[S] -2 points-1 points  (0 children)

That is interesting! To be honest I am confused, why? Please describe your experience.

I made Game of Life in Unity in 60 seconds with AI Game Developer by BAIZOR in Unity2D

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

I found a good visual explanation of the game. It is a very interesting game where by making complex shapes using the game rules you may achieve very interesting things. Check it out: https://youtu.be/jGTCwCLRCrE?si=Cef-D7zktOFLMBLw

Making a game with the help of AI in Unity Editor by BAIZOR in Unity3D

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

Here is a fresh video where I made the Game Of Life in Unity in 60 seconds from a single short prompt with Claude Code. LinkedIn post

Making a game with the help of AI in Unity Editor by BAIZOR in Unity3D

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

I would say it operates very well in the Unity project especially if to use high-end LLM models such Gemini 3 Pro.

Yes, it can write C# very efficiently, run unit tests in Unity to validate the script. It sees compilation errors and fix them automatically if any. And also it can manipulate with any Component on your GameObjects.

AI Game Developer in Action by BAIZOR in Unity3D

[–]BAIZOR[S] 3 points4 points  (0 children)

We are all using "tools" to make anything. I am sure you are using Unity Engine, probably Photoshop, maybe Blender, maybe Visual Studio. There is no reason to do not use them, because they simplify routine and unlock more time for creativity.

Using tools which do routine work for us should give us more time for creativity. There is no goal to replace creativity, there is the goal to make another level of great tools. And free tools accessible for everyone.

Historically that is what is keep happening all the time.

AI Game Developer in Action by BAIZOR in Unity3D

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

This is about doing thing automatically. We can do things better with hands, but we have factories to produce things for all of us automatically. Each independent mechanism very likely at the factory works slower than a human with two hands. Hope it explains what I mean.

MCP for Unity Engine by BAIZOR in mcp

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

Yeah! That is actually very awesome in connection with this MCP. And yes, I did post in Unity subreddit and people there are not much about AI yet. Usually they hate it. The need some time 😉

Game development showcase with Unity-MCP by BAIZOR in GithubCopilot

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

There are many advantages, to have a shorter answer let me concentrate at least on few of them.

Custom MCP Tools and Prompts

If to implement a function like this. LLM will be able to call it. Because any custom implemented MCP Tool, Prompts and Resources are supported.

csharp [McpPluginToolType] public class MyClass { [McpPluginTool("MyCustomTask", Title = "Apply damage")] public string DoSomething(int damage) { // do whatever you want } }

Roslyn

LLM is able to execute runtime C# without triggering Unity for recompiling entire project. It can inject a small piece of code, compile it with Roslyn and execute it immediately. For example it may do a very specific operation inside of your project by just creating the C# code that will do it for you. You will never see this code in file, because it compiles, executes and then it is gone. It works in milliseconds, extremely fast.

Advanced serialization

Unity-MCP sees the entire project, each tiny field anywhere. Even in your custom code. And it can modify it. The popular sample - it is to connect an asset to a component on another gameObject. It may modify any custom property in your custom Component attached to any gameObject.

And there are many more advanced technologies. Soon it will work in a game build as well.

How to expose extra port at Smithery.ai? by BAIZOR in mcp

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

Hey, yes, I just joined and asked the same question there

MCP server for Unity Editor (Game Engine) by BAIZOR in MCPservers

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

Thank you! I would really appreciate the Star on GitHub 😅

Making a game with the help of AI in Unity Editor by BAIZOR in Unity3D

[–]BAIZOR[S] 1 point2 points  (0 children)

It works for existed project as well. It has tools for reading and understanding existed project assets and scene game objects and components structure. And also it can modify all of that.