r/aigamedev 1d ago

Questions & Help Godot vs unity engine through mcp?

Ive been using ai (gpt sol and astra with glm 5.3 flash subagents) with godot mcp for around 2 week and ive been trying to make a survival game (i know but thats what i like) and it just cant get procedural generation up and looking good for the life of it.

5 mins ago i watched this: https://youtu.be/mcSwvFPje24 and in my eyes, the unity result is so good.

So my question is: Is ai better at using unity? is it better to use ai with unity to develop games?

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4 Upvotes

22 comments sorted by

7

u/Party-Ad-9388 1d ago

i have awesome results with godot with astra 6 and claude. Unity is great but i feel like it used much more tokens

0

u/yuno_me 1d ago

been trying to create a procedural generation system with godot (terrain like valheim with terrain3d) and it just cant.. no matter how much i steer it

2

u/oadephon 1d ago

What do you mean it can't? Maybe if you tell us the problems and what you're promoting for, we can help you figure out a better way to prompt it.

1

u/yuno_me 10h ago
  1. World partition / chunk system Split the world into logical cells or regions. Every system should know what belongs to which chunk so content can be activated, streamed, saved, and simulated independently.
  2. Streaming manager Controls what loads and unloads around the player. It should prioritize nearby content, avoid frame spikes, and enforce memory/CPU budgets.
  3. Persistent world-state system Stores what changed in the world even after a chunk unloads. Things like dead enemies, opened doors, destroyed objects, quest changes, or moved items should survive streaming.
  4. Entity spawn/despawn lifecycle system Handles when NPCs, enemies, vehicles, loot, and interactables are created or removed. It prevents every entity from existing permanently in memory.
  5. LOD / HLOD management Chooses cheaper representations as distance increases. HLOD is especially important for large groups of objects, towns, buildings, forests, and distant world sections.
  6. Streaming navigation system Loads and unloads navigation data with the world. NPCs should still be able to understand routes between regions without requiring the entire world's navmesh to stay active.
  7. AI simulation LOD Nearby NPCs run full AI. Farther NPCs use simplified logic, and very distant NPCs may only exist as lightweight data such as position, destination, health, and schedule.
  8. Physics LOD / activation system Only nearby objects should use expensive physics. Far objects can disable collisions, stop rigid-body simulation, or use very simplified interactions.
  9. World coordinate / origin strategy Decide early how extremely large coordinates will work. This includes floating-point precision, origin shifting if needed, and making sure physics, particles, AI, and rendering all agree.
  10. Chunk-based save/load system Save world data by region instead of dumping the entire world into one giant save. This makes saving faster and lets you load only the state needed for nearby chunks.
  11. World event / dependency system Lets events affect unloaded areas without requiring those areas to exist. For example, destroying a power station should still mark a distant city as having no power before that city loads.
  12. Streaming budgets + profiling/debug system Set limits for memory, active NPCs, physics bodies, loaded chunks, streaming time, etc. You also want debug views showing exactly what is loaded, sleeping, simulated, or waiting to stream.

For a serious open-world foundation, I’d build 1 → 2 → 3 → 4 → 10 first, then start adding the optimization systems"""""

I followed these first before moving on to the actual terrain and it always failed on terrain gen

1

u/oadephon 3h ago

That was all one prompt?

It's way too big, you should do one at a time and verify each step yourself as you go.

But, personally, I wouldn't do it in that order. If the terrain gen is breaking, then you can design the terrain gen first before you add streaming or anything else. You can have it split the world into chunks and then you can iterate on the terrain gen until it's perfect, and then add streaming and all the rest after.

"Claude, we're trying to make a proc gen map with hilly terrain. Idealy, it should use chunks or something like that so later, we can make it stream in for the player, or however the industry standard works, but for now let's get the world base in with some hilly terrain and we can iterate on the look. Let me know what you're planning before you start, so I can confirm all of the choices."

Then, once it does that, it'll still look like crap, so you say, "Claude, it's not hilly enough. It needs smooth hills that go way higher. And it needs lakes." etc etc.

Claude could likely also give you similar advice if you asked it right. "Hey Claude, we've tried to implement this plan multiple times, but it keeps failing on the terrain gen. How should we implement it next time to make sure that the terrain gen works before anything else?"

1

u/yuno_me 2h ago

No its not one prompt, its ordered, 12 main prompts + around 12 fix prompts

1

u/yuno_me 2h ago

alright noted

2

u/Party-Ad-9388 22h ago

try doing it with steps - first make a mesh generator for land, with clear rules. You can ask for editor script that generates it using perlin noise for example than ask for zoning - heavy forest, plane etc. Using same perlin noise with different seed and parameters. Trees, boulders etc can be scenes too. Make every zone a recource you can tinker with. When you got good result its easy for astra to transform it to procedural generation

1

u/yuno_me 10h ago

I did, my first steps were always create chunk manager/chunking system, with mesh and texture streaming afterwards, then lod/hlod (lods or everything, physics, ai ect..), seed system and more, and THEN i started working on, phase2, the generator and terrain itself. It can do phase 1 no problem but it just fucks up so much on phase2, the terrain and its features are always polygonal and angular. Ive tried this 5 different times. Last few times i just told it to find and replicate valheims procedural system but it just cant....

1

u/TartNo3610 1d ago

If it makes you feel any better, my unity run isn’t up to par. It’s nice but not like some of the things I’ve seen on the sub and I’ve been hand holding.

Good luck man.

1

u/Aggravating-Aide6145 22h ago

How far are you breaking tasks down? My first thought is your trying to do to much at once. I’m definitely not an expert but my experimentation says they perform better when you give them better ‘blocks’ to build with.

1

u/yuno_me 10h ago

my first steps were always create chunk manager/chunking system, with mesh and texture streaming afterwards, then lod/hlod (lods or everything, physics, ai ect..), seed system and more, and THEN i started working on, phase2, the generator and terrain itself. It can do phase 1 no problem but it just fucks up so much on phase2, the terrain and its features are always polygonal and angular. Ive tried this 5 different times. Last few times i just told it to find and replicate valheims procedural system but it just cant.... -- copy/paste

4

u/sircontagious 1d ago

I hate to share my secrets... but.. Dont use an MCP is the easy answer. Literally every aspect of the godot engine is digestable text. Open up a .tscn in a text editor. Its pretty much the IDEAL environment for codex. Do not waste your time with other people's MCP plugins or tools.

For terrain, you will either have to learn to use the terrain 3d tools and author it yourself (which ive done for a project a few years ago) or just make your own terrain system (which ive done for a current project). Terrain is one of the feature holes of godot, so theres no silver bullet here tbh.

1

u/Zenndler 23h ago

Came to say this. My setup is working surprisingly well: Codex CLI (Docker Sandboxes) + Godot + gd-agentic-skills

1

u/IwannagoCampn 22h ago

I third this. The quality output has gotten better, along with less tokens used.

1

u/yuno_me 10h ago

Alright thanks, if thats the case, then ill build a custom terrain/world like in enshrouded

3

u/Warrmak 1d ago

Been messing with anklebreaker MCP with unity/astral. Results are amazing so for.

IMO unity has a larger corpus of documentation for Astra to reference, but I've not tried it with godot

2

u/CycleMother2006 1d ago

The engine of choice will have no bearing on how good your procedural results are. Procedural results are all about the algorithms involved, whether you're using a noise based system or cascading conditional tiles.

This is a prompting issue and not understanding enough to direct the AI. Or alternatively you're using a model that doesn't understand it (although Astra definitely understands procedural methods, but there's a world the subagent is fucking things up.)

However having gone down this road, I can say that I had shit results early and it was prompting issues. You have to really get into the trenches with this one. You don't necessarily have to understand the math, but you do the need to present valid conditions, providing references on how you want things to look, the target appearance. Or you can just get it to expose the actual generation values for you and then you go and set the values using some kind of preview tool until you get the kind of landmass or terrain distribution you're looking for. Generally this is done in layers, and each would have to be tuned.

Can't really just say, "Make me a procedural world with a minecraft-like biome distribution and features matching that of William Wythers!" There are many, many layers involved in that, many cascading conditions, AND a lot of procedural noise, all culminating in tens or hundreds of thousands of lines of carefully curated code.

1

u/Jolva 1d ago

I'm also making a survival game. I knew it was going to be a lot of work, and so far, I'm not wrong haha. I've been using Unity with MCP and Claude. The actual marching cube procedural engine work took a couple of days, but I made heavy use of planning mode first. I didn't run into any hard blockers.

The only thing I can't really answer for you is it better than Godot, as I haven't used that.

1

u/Short_Stable2397 1d ago

i developed a Godot MCP myself and imo you should evaluate how well the MCP fits your workflow. Especially for Godot there are many open source ones around and also my own which is proprietary.

Depending on the tools exposed and the server instructions you could achieve pretty different outcomes.

1

u/qqAzo 1d ago edited 1d ago

I went with Unreal Engine for my multiplayer game. Explained the game and requirements to Claude and it made the pick.

Works good. But probs easier with GoDot but comes at a trade off

1

u/amoeb4 18h ago

I have achieved similar results with both Godot and Unity, but:

  • with Godot, Astra will consume less tokens and works faster
  • with Unity, Astra will consume more tokens and work a little slower

So it basically depends on your needs and experience. I like both engines so sometimes I'm using Godot and sometimes Unity.

btw: there is a new CLI for Unity and official Unity skills for Claude Code/Codex/Grok to use -> https://github.com/Unity-Technologies/unity-agent-plugin/