Game development with less tedium, more craft.

Game development with less tedium, more craft.

Game development with less tedium, more craft.

Bezi is a workspace that sits on top of your game engine, so you can offload manual repetitive tasks, build custom tools, and remove friction from the experience of building games. Expanded bandwidth means more time to test ideas — a prerequisite to hit creative breakthroughs.

Bezi is a workspace that sits on top of your game engine, so you can offload manual repetitive tasks, build custom tools, and remove friction from the experience of building games. Expanded bandwidth means more time to test ideas — a prerequisite to hit creative breakthroughs.

Bezi
CityHero
Home
Your Rules
Plans
Wall Run Port
Ledge Grab
Sandbox: Wall Run
Pages
CityHero Overview
Movement Conventions
Wall Run Spec
Mechanics
Sandbox Prototypes
CityHero To-dos
CityHero Archive
Plan
Wall Run Port
Port the wall-running mechanic from the Sandbox project into the CityHero prototype — reusing the conventions and spec already established here instead of rebuilding it.
The Sandbox thread proved the feel. This pass adapts it to CityHero's locomotion state machine, input buffer, and movement spec so it drops in as one more state alongside Run, Jump, and Slide.
To-dos
Port WallRunController.cs into CityHero, matching project conventions
Register the WallRun state in PlayerLocomotion.cs
Configure Player.prefab with spec-matched values
New Thread
Thread Name
What do you want to build?
CityHero
Wall Run Port
Player.prefab
Ask me about your project...
Agent
Core
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Visit on desktop to download

Bezi's understanding goes beyond the engine

Bezi's understanding goes beyond the engine

Unity project

Unity project

Unity project

Code, scenes, prefabs, assets, and packages indexed in real time.

Code, scenes, prefabs, assets, and packages indexed in real time.

Knowledge Base

Knowledge Base

Knowledge Base

Connections

Connections

Connections

Project contextconnected
CityHero · Unity project
Scanning Unity project…
 
✓ Scripts/PlayerController.cs
✓ Scenes/Level_03.unity
✓ Prefabs/Enemy_Grunt.prefab
✓ Assets/Textures/hud_atlas.png
✓ Packages/manifest.json
 
Watching for changes…
Available in your project context
Project contextconnected
CityHero · Unity project
Scanning Unity project…
 
✓ Scripts/PlayerController.cs
✓ Scenes/Level_03.unity
✓ Prefabs/Enemy_Grunt.prefab
✓ Assets/Textures/hud_atlas.png
✓ Packages/manifest.json
 
Watching for changes…
Available in your project context

Real-time context that extends into local folders and git commits

Bezi indexes your project in real-time: your code, scenes, prefabs, assets, and packages, in addition to project knowledge that lives outside your engine. Connect design docs, meeting notes, spreadsheets, and local folders, and Bezi is completely in sync with your project's dynamic state. Extend it further by connecting your Github, and Bezi draws on your project's full development history to find solutions.

Bezi
Hexdeck
Home
Your Rules
Plans
Pages
Plan
Card Mechanics — Current State
A read-only pass over the card ability system, cross-referencing the three places its truth lives: the design doc, the Sandbox prototypes, and the live resolver in the main Hexdeck project.
New Thread
Thread Name
Made in Ask Mode
Cross-reference @CardMechanics, the prototypes in #Sandbox, and the live systems in #Hexdeck and tell me where the card ability system actually stands — which effects that alter a rival's deck or hand are wired up, and which are still just designed.
Restore
Edit
Hexdeck
Card Mechanics
CardMechanics.md
Ask me about your project...
Ask
Core
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teamwork

teamwork

A shared workspace keeps the whole team in sync

A shared workspace keeps the whole team in sync

A shared workspace keeps the whole team in sync

With Bezi's collaborative workspace, every member's Bezi draws from the same foundation. Two people working in parallel get aligned output, streamlining revision cycles, handoffs, and status syncs.

With Bezi's collaborative workspace, every member's Bezi draws from the same foundation. Two people working in parallel get aligned output, streamlining revision cycles, handoffs, and status syncs.

Unrivaled depth of in-engine execution capabilities

Unrivaled depth of in-engine execution capabilities

Plans/Resource Gathering, Inventory & Building…•••
Plan

Resource Gathering,
Inventory & Building
Prototype

Context

BeziBits currently has a networked Photon Fusion hub world
(Core.Player.PlayerCharacterController is a Network Behaviour)
driven by Core.Player.PlayerInputProvider, which feeds a
Core.Player.PlayerInputData struct through Fusion's tick input pipeline,
but no gameplay systems for items, pickups, inventory, or building.

The Input Actions asset /Bezi
Bits/Assets/Scripts/Input/InputSystem_Actions.inputactions
already defines Interact and Attack actions in the Player map that are fully
unused by any script today.

Create the HUD PanelSettings asset and wire the HUD GameObject into Hub_Network.unity.

Create HUD PanelSettings asset and wire HUD …+4

Create Or Update Scriptable Object

Asset Path
…/UI/HUD/HUDPanelSettings.asset
Scriptable Object
Props
 Match
0.5
 Scale Mode
ScaleWithScreenSize
 Sorting Order
0
 Screen Match…
MatchWidthOrHeight
 Reference Re…
X 1920 Y 1080
Scriptable Obje…
…Engine.UIElements.PanelSettings

Let’s verify the changes with a screenshot check and console read to confirm everything compiles and looks right.

# BeziBits@
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium
 ▱ Bezi - 0.0.0 | ✓ Plugin up to date (v0.115.7)⌗ ☀ ?

In-editor execution capabilities

Bezi creates GameObjects, configures components, sets up prefabs, generates materials, and more, with capabilities continuously updated to maximize surface area of control.

Plans/Prototype - Bread Combat System•••
Plan

Prototype - Bread
Combat System

Summary

Build a two-attack combat system for the bread roll player. The
stomp attack in BreadRollCombat.cs gets finished so it deals
real damage. A new rolling attack lets the player charge in place,
aim with WASD, then release to launch forward.

Target project: RollThatBread. Source scripts:
BreadRollCombat.cs, BreadRollMovement.cs.

I’ll adjust the visible mesh’s Y curve in Landing, rather than moving the Rigidbody or collider. That keeps the physical arc and collision behavior intact.

Increasing the visual takeoff height and adding a spring…+2

Create Or Update Animation Curves

Asset Path
…/Assets/Animations/JumpUp.anim
Frame Rate
60
Loop Time
Curves [
 Relative Path
Roll
 Component Type
UnityEngine.Transform
 Property Path
m_LocalPosition.y
 Keyframes [
  Time
0
  Value
−0.02018785

Explored · Thoughts

Edited 1 File & 2 ActionsUndo allKeep all
# RollThatBread@
Prototype - Bread Combat System
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium
 ▱ Bezi - 0.0.0 | ✓ Plugin up to date (v0.115.7)⌗ ☀ ?
Unity Animation editor showing JumpUp curves and the original object hierarchy

Animation

Import a rigged animation from Blender, Maya, or any DCC of your choice, and Bezi sets up your Mecanim and blend tree setup. You can also prompt Bezi for an animation clip, and in seconds, it will generate a prototype you can refine.

Plans/Prototype - Bread Combat System•••
Plan

Prototype - Bread
Combat System

Summary

Build a two-attack combat system for the bread roll player. The
stomp attack in BreadRollCombat.cs gets finished so it deals
real damage. A new rolling attack lets the player charge in place,
aim with WASD, then release to launch forward.

Target project: RollThatBread. Source scripts:
BreadRollCombat.cs, BreadRollMovement.cs.

Explored The Project

Now let's run the analysis against the most recent profiler data (this reads the last recorded run, no need to be in Play Mode again).

Analyzing profiler data for mousehole…+1

Profiler Actions

Analyze Performance
Print Profiler Frames
Print Profiler Metrics
Print Rendering Stats
Max Items
40

Thinking…

# RollThatBread@
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium
 ▱ Bezi - 0.0.0 | ✓ Plugin up to date (v0.115.7)⌗ ☀ ?
Unity Profiler capture with CPU usage, rendering statistics and thread timeline

Profiler

Point Bezi at a scene that’s dropping frames, and it’ll profile it and trace the spikes to their source. Prompt with a target framerate, and Bezi will optimize and re-profile until you hit it.

Bezi
Home

Your Connections

Manage Connections →
2 ConnectedAdd Unity
Project
No connections yetAdd Local
Folders
● ◇
⌘ ▣
6 ConnectedAdd MCPs

Discover Skills

Manage Skills →
/document-projectUse when the user asks to document their project, crea…
/prototype-thisUse when the user wants to prototype a feature, design …

All 9 tests discovered and compiled cleanly. Now let's run the EditMode suite and check the movement and animation regression coverage.

Run the WASDMovement EditMode tests+1  Generating…

Run Tests

Test Mode
EditMode
Poll EditMode test run status+1  Generating…

Get Test Run Status

Run Id
35be7a7eea4d46ab9e912e05cde4d4b7

Checking test run status. The results will appear in the Unity Test Runner.

⌃ Edited 6 FilesUndo all
# RollThatBread@
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium

Explored The Project

Clean compile. Now let me write the test suite.

/RollThatBread/Assets/Tests/Editor/…+289 −0
1using System.Reflection;
2using NUnit.Framework;
3using UnityEditor.Animations;
4using UnityEngine;
5using UnityEngine.AI;
6
7namespace Tests.Editor
8{
9 /// <summary>
10 /// Regression coverage for <see cref="WASDMovement"/>: drift that can linger after
11 /// animation completes, animator stuck state bugs, and movement continuing

Let's confirm it compiles cleanly, then run the tests to verify they behave as expected.

⌃ Edited 4 FilesUndo all
# RollThatBread@
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium
RollThatBread.Core.asmdefRollThatBread.Tests.Editor.asmdefWASDMovementTests.cs
1using System.Reflection;
2using NUnit.Framework;
3using UnityEditor.Animations;
4using UnityEngine;
5using UnityEngine.AI;
6
7namespace Tests.Editor
8{
9 /// <summary>
10 /// Regression coverage for <see cref="WASDMovement"/>: drift that can linger after
11 /// animation completes, animator stuck state bugs, and movement continuing
12 /// with movement keys held or released.
13 ///
14 /// WASDMovement reads raw UnityEngine.Input (legacy Input Manager), which cannot
15 /// deterministically from an EditMode test. Instead these tests drive the private
16 /// methods that a held/released key ultimately produces via reflection, and verify
17 /// state the real input path would set. This exercises the exact logic under test
18 /// depending on Play Mode or real input hardware.
19 /// </summary>
20 public class WASDMovementTests
21 {
22 private const string IsMovingParam = "isMoving";
23 private const string IsScoochingParam = "isScooching";
24 private const string IsCrouchingParam = "isCrouching";
25 private const string IsJumpingParam = "isJumping";
26 private const string IsGroundedParam = "isGrounded";
27 private const string IsLandingParam = "isLanding";
28
29 private GameObject player;
30 private WASDMovement movement;
+289 −0
⚙ ▱ Bezi - 1.35.0-dev.18 | ✓ Plugin up to date (v0.115.7)⌗ ☀ ?

Test Runner

Bezi writes EditMode and PlayMode tests for your code, runs them in Test Runner, and reads back results with stack traces. Point Bezi at a failing suite and it’ll fix and rerun until everything passes.

Bezi
Safety & Visual Verification
GameDisplay 1 ⌄Free Aspect ⌄Scale 1x

The outline updates are ready for review. You can keep or undo each file and action independently.

</> /RollThatBread/Assets/Materials/Shaders/…+35 −21
4 hidden lines
5_OutlineColor ("Outline Color", Color) = (0,0,0,1)
6− _OutlineWidth ("Outline Width (World Units)", Range(0,1))
7+ _OutlineWidth ("Outline Width", Range(0,1))
8+ _OutlineMinPixels ("Minimum Pixels", Float)
9_OutlineFadeStart ("Fade Start", Float)
10_OutlineFadeEnd ("Fade End", Float)
11[Toggle(_SMOOTH_NORMALS)]
14 hidden lines
Edited 2 Files & 6 Actions
/RollThatBread/Assets/Materials/Shaders/Toon.shader+34 −20
/RollThatBread/Assets/Scripts/Rendering/Outline.cs+158 −0
Removing hard-surface normal baking…6 actions
# RollThatBread@
/ for skills, @ for context, # for projects
AgentClaude Sonnet 5 Medium
⚙ ▱ Bezi - 1.35.0-dev.18 | ✓ Plugin up to date (v0.115.7)⌗ ☀ ?

Triple-check safety and visual verification

Every agentic action passes validation checks and is backed up before changes—so you can restore in one click. After each scene update, Bezi checks the rendered result for visual bugs.

<

>

A mode for every dimension of work

Immediate answers to every question

Immediate answers to every question

Bezi knows your specific project’s development history, and finds solutions, however trivial or complex the ask. Identify dependencies, debug performance issues, or spitball mechanic ideas. Onboard onto new features or old projects in minutes.

Bezi knows your specific project’s development history, and finds solutions, however trivial or complex the ask. Identify dependencies, debug performance issues, or spitball mechanic ideas. Onboard onto new features or old projects in minutes.

Bezi knows your specific project’s development history, and finds solutions, however trivial or complex the ask. Identify dependencies, debug performance issues, or spitball mechanic ideas. Onboard onto new features or old projects in minutes.

Ask

Plan

Agent

Made in Ask Mode
Why does @EnemyAI stop chasing when the player jumps?
RestoreEdit
Explored · EnemyAI, PlayerController

DetectPlayer() raycasts along the ground plane. When the player jumps, the ray passes underneath and clears the target.

Root cause foundRay origin never follows vertical movement.
# BeziBits@
/ for skills, @ for context, # for projects
AskClaude Sonnet 5 Medium

Turn repeat work into reusable Skills

Start with ready-made workflows for everyday game development—from auditing a project to moving Figma designs into Unity.

Build your own, then invoke any Skill with a slash command. Hours of repeated steps become one quick move.

  • /audit-project-structure

  • /optimize-performance

  • /build-mobile-ui

  • /build-input-system

  • /work-with-jira

  • /document-project

  • /work-with-figma

  • /convert-to-ui-toolkit

  • /prototype-this

  • /organize-animator

  • /unity-multiplayer-networking

  • /unity-ui-toolkit

  • /create-shader

  • /set-up-tests

  • /figma-to-ugui

  • /work-with-linear

Build your own, then invoke any Skill with a slash command. Hours of repeated steps become one quick move.

Easy integration with the rest of your pipeline

Whether it's GitHub, Figma, Blender, Jira, or Notion — if it's something you use to build games, you can connect it to Bezi directly, so you can frictionlessly bring work from other apps into the engine. Bezi also supports custom MCPs, so as long as your tool of choice has MCP support, Bezi can work with it.

Custom Actions and Package Manager support

Custom Actions let you give Bezi specialized C# functionality beyond the built-in Actions, Bezi now works with Package Manager, and the 10-call-per-workflow limit on MCPs is removed, along with page duplication and transfer between workspaces.

https://docs.bezi.com/get-started/changelog#08/25/2026

Proofs for interactive prototyping

Proofs let you build lightweight, interactive tools and prototypes inside Bezi to test ideas before building them in engine, with an inspiration gallery at bezi.com/proofs, plus clearer skill naming and improved subscription upgrade flows.

https://docs.bezi.com/get-started/changelog#08/18/2026

Skill export/import and faster Actions

Skills can now be exported and imported from App Settings, and Actions got ~17% faster and cheaper to run, along with a Page content copy button and several Pages reliability fixes.

https://docs.bezi.com/get-started/changelog#08/11/2026

Image embeds in Pages and six new Actions

Pages now support image embeds, and Actions gained six new capabilities spanning animation clips, Mecanim BlendTrees, Test Runner debugging, the Input System, Particle Systems, and the Profiler.

https://docs.bezi.com/get-started/changelog#08/04/2026

Custom Actions and Package Manager support

Custom Actions let you give Bezi specialized C# functionality beyond the built-in Actions, Bezi now works with Package Manager, and the 10-call-per-workflow limit on MCPs is removed, along with page duplication and transfer between workspaces.

https://docs.bezi.com/get-started/changelog#08/25/2026

Proofs for interactive prototyping

Proofs let you build lightweight, interactive tools and prototypes inside Bezi to test ideas before building them in engine, with an inspiration gallery at bezi.com/proofs, plus clearer skill naming and improved subscription upgrade flows.

https://docs.bezi.com/get-started/changelog#08/18/2026

Skill export/import and faster Actions

Skills can now be exported and imported from App Settings, and Actions got ~17% faster and cheaper to run, along with a Page content copy button and several Pages reliability fixes.

https://docs.bezi.com/get-started/changelog#08/11/2026

Image embeds in Pages and six new Actions

Pages now support image embeds, and Actions gained six new capabilities spanning animation clips, Mecanim BlendTrees, Test Runner debugging, the Input System, Particle Systems, and the Profiler.

https://docs.bezi.com/get-started/changelog#08/04/2026

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Does it support MCP / extensibility?

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