I used Cursor to vibe code a simple fishing game prototype on the Unity Engine. Here's my learnings:
- I did not use any Unity MCP for this. The game was built entirely by Cursor models (Sonnet 4.6 for execution and Opus 4.6 for planning)
- The model was able to set up the game,
Hands-on report from building a small Unity fishing prototype with Cursor (planning via Opus 4.6, execution via Sonnet 4.6, no Unity MCP). Takeaways: model handled initial setup/basic mechanics quickly; developer still had to do manual Unity editor wiring; Unity UI/tooling friction made rollback/debugging painful in an AI-assisted loop; Unity Asset Store remains a major advantage. Bottom line from author: viable results, but workflow felt brittle enough that they currently prefer Godot despite Unity's asset ecosystem.