Everyday Unity
رفتن به کانال در Telegram
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
نمایش بیشترکشور مشخص نشده استبازیها40 981
1 143
مشترکین
اطلاعاتی وجود ندارد24 ساعت
+37 روز
+830 روز
در حال بارگیری داده...
کانالهای مشابه
ابر برچسبها
اشارات ورودی و خروجی
---
---
---
---
---
---
جذب مشترکین
ژوئن '26
ژوئن '26
+9
در 0 کانالها
مه '26
+34
در 0 کانالها
Get PRO
آوریل '26
+30
در 0 کانالها
Get PRO
مارس '26
+26
در 0 کانالها
Get PRO
فوریه '26
+26
در 0 کانالها
Get PRO
ژانویه '26
+26
در 0 کانالها
Get PRO
دسامبر '25
+31
در 0 کانالها
Get PRO
نوامبر '25
+121
در 0 کانالها
Get PRO
اکتبر '25
+21
در 0 کانالها
Get PRO
سپتامبر '25
+27
در 0 کانالها
Get PRO
اوت '25
+23
در 0 کانالها
Get PRO
ژوئیه '25
+35
در 0 کانالها
Get PRO
ژوئن '25
+41
در 0 کانالها
Get PRO
مه '25
+27
در 0 کانالها
Get PRO
آوریل '25
+45
در 0 کانالها
Get PRO
مارس '25
+28
در 0 کانالها
Get PRO
فوریه '25
+31
در 0 کانالها
Get PRO
ژانویه '25
+28
در 1 کانالها
Get PRO
دسامبر '24
+21
در 0 کانالها
Get PRO
نوامبر '24
+49
در 0 کانالها
Get PRO
اکتبر '24
+46
در 0 کانالها
Get PRO
سپتامبر '24
+53
در 0 کانالها
Get PRO
اوت '24
+40
در 0 کانالها
Get PRO
ژوئیه '24
+27
در 0 کانالها
Get PRO
ژوئن '24
+35
در 0 کانالها
Get PRO
مه '24
+79
در 0 کانالها
Get PRO
آوریل '24
+38
در 0 کانالها
Get PRO
مارس '24
+32
در 0 کانالها
Get PRO
فوریه '24
+39
در 0 کانالها
Get PRO
ژانویه '24
+45
در 0 کانالها
Get PRO
دسامبر '23
+110
در 0 کانالها
Get PRO
نوامبر '23
+157
در 11 کانالها
Get PRO
اکتبر '23
+236
در 0 کانالها
| تاریخ | رشد مشترکین | اشارات | کانالها | |
| 10 ژوئن | 0 | |||
| 09 ژوئن | +1 | |||
| 08 ژوئن | 0 | |||
| 07 ژوئن | 0 | |||
| 06 ژوئن | +2 | |||
| 05 ژوئن | +1 | |||
| 04 ژوئن | +2 | |||
| 03 ژوئن | 0 | |||
| 02 ژوئن | +3 | |||
| 01 ژوئن | 0 |
پستهای کانال
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?
| 2 | Find 5 differences | 465 |
| 3 | 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? | 444 |
| 4 | 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 | 675 |
| 5 | "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 | 791 |
| 6 | 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 | 692 |
| 7 | 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 | 692 |
| 8 | 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. | 726 |
| 9 | Anyway, the reason I got back to Antigravity was that I found an interesting repo I wanted to test: Agency Agents
I checked the Antigravity docs and didn't find anything about agent setup. I just dropped them into a project like with Claude Code and asked the LLM to check it and fix the setup. It reassured me that everything was correct and that it supports agent teams.
However, with all models, Antigravity fails to follow through the whole workflow. I have to pinpoint missed steps for every single task.
Heavily inspired by the original repo, I prepared a team specialized in game development with Unity: https://github.com/AlexMerzlikin/unity-agent-team
I also added custom tools to the Coplay Unity MCP to take screenshots and interact with the in-game logic. This way, the LLM can write manual test cases, run the game, take screenshots, and query the scene hierarchy to verify these "manual" tests.
First impressions of these agents:
• As said above Antigravity doesn't support it at all.
• Codex and Claude Code integration is great. You can check what each agent does, and they run in parallel, making the whole flow a lot faster.
• This team produces a lot of documentation. Compared to the default old Sonnet, which created multiple docs per prompt, this team does it better though. Everything is structured according to Nexus Sprint rules, and I feel like it helps to understand how your requirements transform throughout the dev pipeline. Also, each agent is super focused. Subjectively, there is less fluff in each document, and I get the exact info I need from a particular output. It's great for when I work on a big project, but it's too much overhead for prototypes. I prefer to skip it completely when just testing ideas.
• Token drain. Each agent has its own context, so token spend multiplies. Keep that in mind when testing these agents, or tailor it to reduce the number of agents.
If anyone tries out the Unity agent team repo, drop a comment. I am curious to see how it handles your specific setups and workflows.
#ai #agent | 806 |
| 10 | Around 4–5 weeks ago I used my Google account with an AI Pro subscription to set up OpenClaw. Turned out it was against ToS and I was banned overnight from using Antigravity and Gemini CLI.
I believe the correct option was to use the API key created in the Google Cloud panel. However, despite having monthly credits on my cloud account included in the Pro subscription, I couldn't use it unless I paid $30 directly on top, which is weird to me.
I wrote an email to them, got no reply obviously, and forgot about Gemini completely until recently.
I decided to check it again and I was unbanned. If you were banned too, is it working for you now? I don’t know if my email helped or they unbanned everyone. | 586 |
| 11 | Played around with Claude Code and remote controls while working on a prototype. Good alternative to doomscrolling.
As you might know, the dopamine hit usually comes from the anticipation of finding a good video while scrolling, not the video itself. Now you can just "scroll" prompts to an agent instead. It’s useful for commuting when you don't have a laptop but still want to be kinda productive.
The setup:
- a web game (Three.js or the prototyping phase)
- claude code
- remote control (CC feature)
- github action (publishes to itch.io draft on tagged master commit)
The loop: I write a prompt, Claude implements it and tests via the Chrome Dev Tools MCP. If it reports success, I ask it to be pushed to master with a tag.
In about a minute, the build is playable in a mobile browser on itch.io. I can play and iterate on it further from there.
Can the anticipation of an agent’s output actually compete with a TikTok algorithm for you, or is this just a honeymoon phase? | 537 |
| 12 | Running Unity Tests at Warp Speed with .NET
A while back, I posted about running Unity tests faster using .NET. So I sat down and documented the entire setup.
https://gamedev.center/run-unity-tests-faster-dotnet/
#testing | 678 |
اکنون در دسترس! پژوهش تلگرام ۲۰۲۵ — مهمترین بینشهای سال 
