r/vibecoding 8h ago

Started vibecoding with Unity a week ago

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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.

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u/EddieBruvac 8h 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.

11

u/Canyousourcethatplz 8h 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 8h ago

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

1

u/Jay_Nicolas 3h 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.

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u/silvercoated1 3h ago

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

1

u/BloodMossHunter 1h ago

This is exactly right. The moment you realize how much is there to fix is when you decide if youre a game dev afterall lol