Building a Unity Prototype with AI Agents | Devlog #3
This is devlog #3 for my Unity prototype. This week I continued working on weapon readability, area-of-effect visuals, and the AI agent workflow around Unity verification. The main focus was making the weapons clearer and more reliable. Ice nova, poison cloud, wrath, and other area attacks needed another pass because the numbers in code did not always match what was visible in the scene. Poison cloud also had broken expansion behavior caused by setup issues around hierarchy and enum values. I also added batch mode tests and updated the skill rules, but the bigger workflow lesson was that skills only help if the agents actually use them. Code checks and tests are useful, but Unity gameplay work still needs visual verification, especially when effect size, timing, hierarchy, and damage areas can disagree with what the player sees. Outside the main prototype, I continued building my Unity hypercasual template with run state handling, screen management, debug tools, score reset, and tap input. The first version of that template is now basically done. Next, I want to continue the weapon reward work, polish the visuals a bit more, and make the agent workflow more reliable. --- MCP Skills Repo: https://github.com/batihandev/unity-mcp-skills Music: Before the Loss - Nathan Moore Intergalactic - Alex Jones / Xander Jones #Unity #GameDev #AI #Devlog #Unity3D
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