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Everyday Unity

Everyday Unity

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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting Website: https://gamedev.center Most used tags are: #performance #shader #interview Author: @alexmtr

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منشورات القناة
Antigravity 2.0 update after a small real test. I finished 2 small tasks on my relatively small prototype with it. Nothing huge: 2 PRs, around +250 and +50 lines of code, with code review by 4 agents. Gemini 3.5 high. The result was useful, but the cost in limits was not that inspiring: around 80% of the 5h limit used on the $20 Google AI Pro subscription. It feels close to the painful Claude limits problem. And ngl, Antigravity limits were already very unclear and a sad experience for me in the past. First it looked like only 5h limits, then after reaching it a few times it changed to weekly limits. What is more, those weekly limits were updating to 1 more week when I was almost near the weekly reset, even without using Antigravity. Happened multiple times in a row until I stopped even checking it. Of course, this is not a benchmark. Just one small evening with a small prototype. But for game dev prototypes, predictable limits matter a lot. If the tool stops exactly when you found the flow, it becomes hard to trust it as a real part of the workflow. Will keep using it a bit and update whether this part is fixed or not. Have you tried Antigravity 2.0 already? Are the limits clear for you?

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I switched to Codex a while ago because Claude limits were brutal for my workflow. Not even coding at first. I was hitting the 5h limit after 4-5 prompts about my GDD. For a small prototype. Opus was basically no-go for me, and Sonnet was useful, but not producing the same level of results for the work I needed. Then Codex mobile landed, and it closed the only big gap in my workflow. I could continue the same "write from phone, let the agent work on desktop" loop I had before, but inside Codex. My current experience: $20 subscription was already enough for steady progress. I finished more tasks than before, especially smaller prototype tasks and planning cleanups. For active weekend development I moved to the $100 plan. So far I am not even close to limits. I don't know if this would survive full-time work, but for weekend projects it is more than enough for me. Claude might be better now, but I haven't re-tested it yet. I heard Anthropic increased limits on their subs, so take my comparison with a grain of salt. My old frustration may already be outdated. Antigravity is the interesting competitor now. I tried the new Antigravity 2.0 after Google I/O, and the shape is very familiar - basically Codex-like agent work, but without the mobile access I rely on. I need to test it more, because Gemini 3.5 Flash might be strong enough to make the tradeoff less obvious. For game dev specifically, mobile access became much more important than I expected. It lets me keep momentum when I have a small pocket of time, and for hobby projects momentum is often the bottleneck, not raw model benchmark score. What do you use nowadays?
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A follow-up on my /grill-me post from last week. After using it for about 7 days, a few observations. It asks a lot more questions than /brainstorming. Like, significantly more. I had one session with 60 questions, and I was answering them for 1.5 hours. The original task was pretty small initially. But the result? Complete set of requirements, implementation came out bug-free, following the existing project architecture. So it was time-consuming but very effective. After a few more tasks like this I changed the skill to "self-grill". Now the AI asks all those questions itself and gives me a decision list in seconds. I just scan the decisions, adjust what looks wrong, and proceed. Of course the effectiveness is lower compared to going through the full /grill-me flow properly. But for most tasks it is a much better trade-off from a time-result balance perspective. If I had to frame it: /grill-me is worth it when scope is unclear and getting it wrong is expensive. Self-grill is for everything else. Have you tried building requirements this way before coding? I am curious how others are managing the thoroughness-vs-speed trade-off in their AI workflows. #ai
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"Software Fundamentals Matter More Than Ever" — Matt Pocock I recently watched a short conference talk about how software fundamentals are even more important now in the age of AI. It focused heavily on one of my favorite books, "A Philosophy of Software Design." Of course, not all the advice there applies directly to game development, but I still highly recommend checking it out and using the other concepts proposed by the author. I am already trying a /grill-me skill, and it feels like /brainstorming from superpowers. But it asks a lot more questions and helps you shape much better requirements. Anyway too early to say which one is better. What do you think about it? https://www.youtube.com/watch?v=v4F1gFy-hqg #ai
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A follow-up on my Unity agent team repo. In the comments on the last post Artem asked about the custom MCP tools the tester agent uses. Here is the implementation from my prototype, sitting on top of the Coplay Unity MCP: custom actions to interact with the game, screenshots and scene hierarchy queries, so the agent can actually verify its own "manual" tests. Nothing fancy, but it closes the loop end-to-end. Feel free to adjust it for your own game logic. Fair warning: this drains tokens fast. Automated tests are of course way faster and cheaper to run, and if you can cover a case with a unit or integration test you probably should. The difference with this setup is that the agent plays your actual game against "manual" test cases, not a test harness with mocks and stubs. And on my prototype I saw real results: the agent walked through real gameplay logic, caught actual issues, and reported back in plain English. Not a replacement for the automated suite, more of an extra pass on top. Your mileage may vary. https://gist.github.com/AlexMerzlikin/a810877fb26c2325536213295ddb84c3 What is your setup for letting an agent verify its own changes in a running Unity build? #ai #agent #unity #mcp
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A while ago I shared my Unity agent team repo here, and I've been using it in my daily work ever since. Last weekend I added two new agents focused purely on performance: a Unity Performance Reviewer and a Unity Profiler Analyst. And already yesterday, I got the first big win. On the very first try, the Profiler Analyst identified a real memory regression in our live game just by reading a Memory Profiler snapshot. The kind of issue that can easily slip past a normal code review but stands out immediately once something actually inspects what is resident in memory. I'll keep the specifics internal, but the takeaway was: a meaningful production-shape issue affecting scalability, found on input capture #1, on a codebase the agent had zero prior context on. What each of the two agents does: • Performance Reviewer reviews diffs through a pure runtime-cost lens: allocations in hot paths, GC pressure, draw-call growth, Canvas rebuilds, shader variant explosion, mobile frame budgets. It complements the generic code reviewer: that one cares about correctness, this one only asks "what will this cost at 60 FPS on a cheap device?" • Profiler Analyst doesn't touch code at all. It ingests Profiler / Profile Analyzer / Memory Profiler / Frame Debugger captures and returns a ranked, quantified optimization plan. That said, a grain of salt: one good catch isn't a pattern yet. Profile first, then optimize (if needed), even when the agent sounds very confident 🙃 Drop a 🔥 if you want more examples of how I use these at work. https://github.com/AlexMerzlikin/unity-agent-team #ai #agent #performance #unity
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I am using Superpowers and I was surprised by its visual companion skill. Claude used it automatically when I asked it to int
I am using Superpowers and I was surprised by its visual companion skill. Claude used it automatically when I asked it to introduce better character models into my prototype. Instead of only describing the plan in text, it suggested starting a local server and preparing a page with visual examples. Of course, it uses more tokens, but I feel like it made iteration on the new design much faster than before.
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