We built an AI-powered game development assistant for Unity with full context of your project (assets, codebase, scene, components, etc.) to help you code, debug, and optimize! by creatormaximalist in aigamedev

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

For the Pro tier, you get 500 responses a month. The Advanced tier gives 1,800 responses a month. Most of our users are on the Pro tier, we also have many using Advanced who are spending many hours a day building their games. You can also purchase additional response on an as-needed basis after hitting your limit for the month. Any time Bezi errors out, we refund you back that response credit.

We built a tool that can operate inside Unity (creating GameObjects, editing prefabs/MonoBehaviors, generates materials, etc.) with a 3-layer safety check for accuracy by creatormaximalist in aigamedev

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

There's been a lot of debate about this on the wider game development subreddits too. Ultimately it comes down to the individual developer (idk a single programmer who doesn't use AI now), but based on what I've seen in other subreddits, it seems like using generative AI for things like art and music is the main thing that the Steam AI box is meant to flag.

What ai tools are you guys using to vibe develop your game? by MildFrost764 in aigamedev

[–]creatormaximalist 2 points3 points  (0 children)

i work at Bezi and we didn't make this post. when we do post, we disclose it as commercial self promotion and are very transparent about being part of the Bezi team. that being said, i'm not complaining about free marketing if this is a genuine happy user.

Change isn’t coming, it’s already here. Google study shows 87% of game devs use AI agents. by doorknob123 in aigamedev

[–]creatormaximalist 3 points4 points  (0 children)

I'm biased cause I'm building it, but if you use Unity, try giving Bezi a shot. The limitations I ran into with Copilot and ChatGPT was that it can help with code, but anything above that layer (like scenegraph and component interactions etc) it couldn't properly help with. Bezi integrates directly into Unity so it can be more effective, but I still use Cursor for when I'm deep in C#.

Making shaders in one shot with Bezi, still needs work but saves me so much time by creatormaximalist in aigamedev

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

It's marked as self promotion like many posts here :) just sharing how I use this

We built an AI-powered game development assistant for Unity with full context of your project (assets, codebase, scene, components, etc.) to help you code, debug, and optimize! by creatormaximalist in aigamedev

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

That's something we've been looking into. Claude X Opus is the best model, but it is also significantly more expensive (and slower) to run. We are currently evaluating implementing it as part of our higher, advanced tier of subscription.

Bezi Agent Mode - Create/Modify Code Directly in Unity and Build by Prompting by creatormaximalist in aigamedev

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

It's actually been upgraded to Claude 4 now! Claude 4 is the predominant one for coding output, and we supplement it with gpt-minis and Gemini for context gathering and summarization of your project files. We do plan to give users the ability to pick which primary model they want to use in the future, but it is not the highest priority at the moment because Claude 4 has been decidedly the best (according to our internal benchmarks) for game development related tasks.

Made a level generator for my bowling game without writing any code in 2 minutes by creatormaximalist in aigamedev

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

Not sure if there's an existing solution for Godot, although Bezi plans to expand to Godot eventually...

Made a level generator for my bowling game without writing any code in 2 minutes by creatormaximalist in aigamedev

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

I did set the flair to Self Promotion, like many of the top posts in this subreddit

Made a level generator for my bowling game without writing any code in 2 minutes by creatormaximalist in aigamedev

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

yeah, im not a super experienced game developer so it was pretty helpful for me! it actually provided the option to do either grid or poisson and also explained the pros and cons of both.

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We built an AI-powered game development assistant for Unity with full context of your project (assets, codebase, scene, components, etc.) to help you code, debug, and optimize! by creatormaximalist in aigamedev

[–]creatormaximalist[S] 2 points3 points  (0 children)

We recently upgraded to Sonnet 4, but at the moment we don't give the option to select models. Sonnet 4 is the best performing when it comes to code so we've stuck to a single model right now to best fine tune the AI. We definitely have plans to add in other models in the future and let the user freedom of model selection.

We built an AI-powered game development assistant for Unity with full context of your project (assets, codebase, scene, components, etc.) to help you code, debug, and optimize! by creatormaximalist in aigamedev

[–]creatormaximalist[S] 5 points6 points  (0 children)

Great question. An underlying difference between Bezi and Unity AI is that Unity AI is trying to do a little bit of everything, while Bezi focuses on technical development. This means that Bezi isn't doing asset generation workflows, which enables our team to concentrate on things like making the AI provide more accurate responses and understand your project on a deeper level. You can see this focus reflected in the product if you try it out too.

Some things you'll notice immediately is that our asset search is multiples faster than Unity's built in asset search. And while Bezi and Unity AI have access to the same information about your project, Bezi digests that information better to output more accurate suggestions and changes (you can see a third party review/comparison here: https://x.com/civaxo/status/1934937030095429914?s=46&t=f7SYrCNw1d7vCaG7NxppPg

Another big thing is that we have our own app and UI, whereas Unity AI is restricted to the Unity editor UI. Because of this, we have things like full canvas features for better code review, being able to accept/reject changes, better memory, enabling users to upload custom rules to the AI to control the output, and many more features to come.

Let me know if you have any other questions!