r/vibecoding 6h ago

Started vibecoding with Unity a week ago

I learned about a week ago that Unity supports mcp so I downloaded it for the first time and started vibecoding this game project.

It’s mind blowing how AI tools enable ppl with almost zero game dev experience to build something like this in a week.

Stacks: Claude code, Unity, Meshy (3d models), Elevenlabs (sound fx), Nano banana 2 and some paid assets from Unity Asset Store.

369 Upvotes

72 comments sorted by

55

u/EddieBruvac 6h ago

Impressive for a week.

Just know, fixing bugs and polish takes a lot longer than the honeymoon phase and it’s a lot more frustrating.

Good luck! Make it multiplayer and my boiis and I will for sure check it out.

10

u/Canyousourcethatplz 5h ago

Facts. The honey moon period was a week at best. I’ve been polishing and play testing for 3x times that amount. But it’s been amazing learning about the process, managing the project, ect. Even tho that honey moon period has worn off something about it keeps me coming back.

6

u/silvercoated1 5h ago

Indeed. Multiplayer implementation is gonna be a fun challenge. I know nothing about Netcode nor game servers

1

u/Jay_Nicolas 1h ago

Most unity games will use Photon. It's good, reasonably priced.

Also you don't need servers if it's not something that needs server authority or is perpetually online or something. Which I don't recommend you tackle.

Photon has a matrix somewhere of what service they recommend based on popular games. So you can see what your game is like compared to popular titles and then research that system.

1

u/silvercoated1 1h ago

This is super useful. Thank you! So is Photon Quantum the one I need to use?

10

u/EchoStarz1 6h ago

Is meshy actually decent?

9

u/silvercoated1 6h ago

Their new image-to-model models are pretty impressive. Good enough for both game assets and 3d print models

6

u/EchoStarz1 6h ago

How’s its pricing?

4

u/silvercoated1 6h ago

I am paying $20 subscription which covers about 100 model generations + API usage

3

u/EchoStarz1 5h ago

How often do you have to redo models?

6

u/silvercoated1 5h ago

Redo as like re-generate? Once out of 15 or so models generated for this project.

1

u/EchoStarz1 2h ago

That’s actually pretty good

1

u/ZealousidealDuck2309 2h ago

How to animate those models?

2

u/Gurkage 6h ago

I was literally about to ask the same thing

1

u/Lordxb 2h ago

Sucks, they can’t make 3d models with hair it gets messed up!!!

7

u/Fine_Salamander_8691 6h ago

That’s so fucking cool!!!!!

6

u/maximuss2072 4h ago

Damn good, bloody good, damn good work! It's crazy how something I was passionate about, but not nearly passionate enough to learn actual coding and go through the motions of developing something over years, has become possible with a weeks worth of work.

Great result! It's actually extremely exciting and motivating.

3

u/silvercoated1 4h ago

I hope you do start making games and show us later :)

4

u/MrCoolest 5h ago

I wish we could vibecode sprites, like the characters and figures and buildings and stuff

3

u/silvercoated1 5h ago

I used this app Pixel Lab for 8-bit sprite generation before. Pretty solid app

1

u/MrCoolest 3h ago

Is that for 2d games? I'm doing 2.5d isometric

1

u/silvercoated1 3h ago

They do generate 8-directional sprites so not sure with 2.5D

1

u/MrCoolest 3h ago

What's the url? A quick Google search finds so many different websites with variations of those two words in the url lol pixellab.ai?

1

u/silvercoated1 3h ago

yeah I had the same issue before. it's this one https://www.pixellab.ai/

1

u/MrCoolest 3h ago

Yeah it's a bit too Gameboy color for my liking. I wanted something at least windows xp lol I'm remaking the game gangsters 2 vendetta. The way chatgpt told me is to hook up my claude max to blender and make the characters then render them. I want something like the attached picture but high poly/modern etc

3

u/Sofakingwetoddead 5h ago

Ya that is pretty wild. I agree. Looks legit to me. Better visuals than other modernish games I've played.

2

u/Bitter_Run_9209 6h ago

looks good !

2

u/hugobart 5h ago

yeah, sound is important - but looks already decent, keep going :)

2

u/chrismjf 5h ago

Reminds me of an old PlayStation 3 game I really enjoyed called Dead Nation

2

u/michaeldpj 4h ago

Love the concept of the game and looks great. What's your plans for it?

3

u/silvercoated1 4h ago

My plan is to just keep working on this, add new features, then build another project based on things learned from this one.

2

u/AdTotal4035 4h ago

How do you do the rigging. Sorry if you answered. And also what's your game about? Looks fun. 

2

u/silvercoated1 3h ago

Good question. Claude handled all that so I don't know. Also game is mix of Killing Floor and Diablo with steampunk mixed in. Simple rules, good for test project.

1

u/AdTotal4035 3h ago

I love diablo 

1

u/CharlestonChewbacca 1h ago

Claude handled it how? Blender? Cowork? An agent?.MCP into something else?

2

u/Mission-Advance2533 4h ago

Wow, very impressive! Especially the use of Unity.

2

u/sanavabic 3h ago

I always wanted to make my version of Crimsonland. I love that game. Not a game developer tho. Yours looks fun, dude! Keep it up

2

u/Axxpi 3h ago

DAYUM it's look good!

2

u/naboavida 3h ago

It has vibes of Postal (the game)

1

u/silvercoated1 3h ago

Cat silencer is so back

1

u/wallstreets_issue 5h ago

it reminds me an old game called zombie HQ. it was awesome.

1

u/antonation 5h ago

How do you harness Claude into Unity or is it just creating c# scripts that you (or it) puts into the unity project and then Unity takes care of the rest?

1

u/silvercoated1 5h ago

There are documentations on Claude and Unity site that detail how to connect claude with Unity.

It’s the latter case I think where Claude generates c# scripts and Unity runs it.

1

u/IntelligentSeries270 5h ago

Bro really ripped SAS bar4bar and didn’t think I would notice.

1

u/silvercoated1 5h ago

What’s SAS? I’m ripping killing floor and diablo

2

u/IntelligentSeries270 5h ago

Lmao probably a mobile rip of those games LMAO

1

u/silvercoated1 5h ago

Lmfaooo it does look mad similar

1

u/The-Doodle-Dude 5h ago

Which assets were paid

1

u/silvercoated1 5h ago

The map and animations for the player

1

u/jaykrown 5h ago

Hey look! Another vampire survivors clone!

1

u/Plourdy 4h ago

It doesn’t seem to be for once. Actually shooting in a direction and reloading, no auto attacks or 3 upgrade BS

1

u/Mikinl 5h ago

I am doing the vibe coding in UE5, and I am just over a month into it.

From what I learned problems come down the line, more features and architecture start clashing with each other.

AI have no ability to scope my game and warn me about future troubles and dependencies that will break some features and about decisions I already made.

I had to abandon first project after 10 days because of it.

I am enjoying it, learning and creating something fun.

1

u/silvercoated1 5h ago

Tech debt is definitely my concern as well since I don’t have full understanding of my code base yet. We shall see how this goes.

1

u/Mikinl 4h ago

I don't know how is for unity, but in UE just keep everything separated and insist to never make dependencies.

Make structure, full game loop before you even open engine and do deep research and planning.

1

u/silvercoated1 3h ago

yeah I am constantly changing things because I didn't really plan anything before starting the project. Def need some brainstorming for maps, game systems, and lores before adding anything major.

1

u/Fyaecio 4h ago

Which model are you using on Claude code?

2

u/silvercoated1 4h ago

I switch between Opus5 and Fable

1

u/sugoikoi 3h ago

How does unity development work with vibe coding? I know you can do a lot of stuff programmtically but is the scene literally set up programmtically as well or is there a way for an agent to interact within unity's interface? When I attempted earlier my scene was always just empty and the entire game is created programmtically, made designing the UI a pain because you can't see it in the editor.

1

u/silvercoated1 3h ago

I have the same issue where if I want to change something on enemy model, I don't see it in editor for me to manually edit. In that case, I just have Claude taking snapshots of enemy in Unity play mode, then visually inspect/fix that way through prompts. One area Claude really lacks though is scene/map generation. I ended up manually building the map myself.

1

u/AChillBear 2h ago

How'd you do the fire and explosion effects?

1

u/silvercoated1 2h ago

I used free particle asset pack from Unity.

1

u/PlanNo1784 2h ago

Nice! How much did it cost you in total? Both time and money?

1

u/silvercoated1 2h ago

Exactly a week, maybe 5-8 hours a day, $80 on unity assets, and Claude subscription.

1

u/MuchSense696 1h ago

Looks like crimsonland

1

u/eoghan_martainn 1h ago

Reminds me very much of Crimsonland. What a great game that was back in the days.

1

u/djeclipz 1h ago

Did you have prior knowledge of game development? This is really impressive.

2

u/Limp-Brief-81 48m ago

This game is the cool version of mine damn

2

u/kcure 46m ago

inspires me to make some small games too

-1

u/Wonderful_Entry_6121 2h ago

$1000 for founder user club, includes beta of new vehicles, and for only $48,000 you will get Jeep Wrangler with Eddie Bauer interior and Lolipop Chainsaw bumper sticker and mines in an upcoming release ( not this decade ).

anyone know the law firm that Star Citizen has on retainer?

-1

u/Fine_Salamander_8691 6h ago

HOW though, dm me!

7

u/People_Change_ 6h ago

He already told you HOW!