Pratique du Shadowing: Fable 5 Took Over Unity and Built a Game in a Day - Apprendre l'anglais à l'oral avec YouTube

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I only wanted to test how good AI can handle Unity, but one day later I get playable Portal Game Cloned with Portal Guns teleporting and other mechanics.
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I only wanted to test how good AI can handle Unity, but one day later I get playable Portal Game Cloned with Portal Guns teleporting and other mechanics.
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Here's what I did.
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I connected Fable 5 with Unity True MCP.
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I found really good one and 3 that has all the things that we need.
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You was asking for it, here you go.
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And I was absolutely amazed how good it worked.
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Unity is code for a so game play and stuff was not an issue.
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Also Fable is really good at procedural generation and 3D understanding.
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And additionally, I know best 3D AI to generate some assets and give it to Claude to make my game look nice.
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All of that in this video.
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How to install this plugin, how to connect it to your AI, how I build the game in final results, don't forget to hit that like button and subscribe and let's get started.
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Installation is very simple, we're going to need Unity MCP by codeplay depth.
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And I was comparing few even some paid one and I really see that this one is absolutely debased, it has all the things you need and is supported by quite a team.
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Well the MCP itself is free.
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Now here's how you install it.
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We're going to need to copy this link from here and go to Unity.
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Let's go to package manager and basically install it from URL.
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Paste the URL and hit install button.
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Sorry about my minimized window, okay now we can see it's installing.
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When it is installed in window, you're going to see MCP for Unity and you will be able to toggle or not.
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I recommend to restart the Unity and then get back to this one.
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So now we can press local setup window and here we can see this setup.
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Just press next and here you can see all your CLI origins installed and you can install it for all them at once which makes ends or for some of them.
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So that's pretty simple stuff.
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It will basically write that skill that plugin inside the agents.
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So whenever you go to your agent, just restart it and it will be already there.
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You can always circle back here and see what's happening here and if you will install new agents such as anti -gravity, let's say you can find it here in the list and press configure.
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All you can always just press configure all detected clients.
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Now I'm going to go restart my cloud codes, go back and in any chat just going to check like is there any Unity MCP you can see while you need to running of course and I have the confirmation that everything is set.
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Now this is it really that's the basic setup you already can start cooking.
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The same thing exactly you can do with codecs with Geminoid with KimeK3.
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Let me know actually in the comment if you want me to test Unity with KimeK3.
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There was a video about it on my channel already and KimeK3 is very close to Fable5.
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So now let's do the cooking.
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You're going to see edits of some of my prompts in a distance of one day because I was using Fable5 with ultra code exactly.
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And sometimes I hit the limits so I had to wait a little bit.
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I was doing it on max subscription but I was not paying additional for credits only subscription but max plan.
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Now my thoughts was ambitious.
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Just one prompt saying I need to make you a clone of the game portal, no store assets, all from primitives.
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That's pretty simple game in terms of assets but very deep in terms of mechanics.
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And I went to a sleep because that was expected to be long with ultra code etc.
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And in the morning I saw that cloud was cooking for a few hours, not whole night just few hours and I saw the result.
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And what I saw really surprised me.
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I was actually able to do basic portal styles such as portal, trolling objects and stuff.
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There was even a button even some simple levels.
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I was so surprised because I expected way less than that.
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There was a lot of bugs which I actually thought addressing one by one right away.
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First it was about portals, the surfaces where we can and where we cannot place the portals.
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Well that's the reference to the game.
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And then they will actually introduce some markup etc.
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I was trying to actually do the minimal effort in terms of prompting and see how far I can push it.
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Well providing it with the feedback what I want and what's not working.
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And addressing bugs was not a big issue, it was addressing it quickly.
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So later I did not paste it them again.
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Which is actually good.
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With it's open 4 .8 I remember I was doing some games and I could not fix some bugs for like 10 times unless I go and figure out the reason myself.
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It still can happen but they're more complicated stuff.
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So as I always say these tools are extremely valuable in hands of professionals.
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If you know what you're doing, if you know what to ask, if you can guide it to the right solution or you know better solution, that is amazing.
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Well I do have some game dev background so I know how to make it smoother and how to guide it slightly so it will do the right thing.
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Because there's infinite amount of ways how you can do one same thing that will loop the same but technically is a good completely different ways.
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Okay so I spend a while fixing portals and then I started to go well then trying to add some more mechanics and I was quite lazy asking like what game mechanics were still missing but let's add them.
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Well basically brainstorm with people and there were quite a lot of fun stuff that we can add.
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Some gadgets, gals, lasers, especially the laser mechanic was fun to do.
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That it goes through the portal etc and you'll see it works really really nice.
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So here's my result after 4 or 5 hours.
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I can place portals and I can just go through it boom and take a box, take an object basically any process press it on a button and I completed the level.
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Good, that's so cool.
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Well that was actually available already in first version but I was addressing some bugs.
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Now we have a jumping port.
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We can take some boats and basically drop them into a void and yeah that's that was the level 2 quite simple and then we have level 3 with the laser right?
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Okay so we can place portal and portal on the opposite side.
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Okay I think I pressed the right.
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Brung button let's try it again.
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Boom yes again it works it.
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Ooh wow. I know everything is with primitives not a VFX but we have more to do.
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Next I told it will be cool to actually have this one room where our all mechanics are explained.
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I mean that's pretty useful in game development so you can test the mechanics alone.
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If you remember source engine there was a playground where you can also test all that mechanics so I mean why not?
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That's exactly what I asked and I asked to add more mechanics and it will be very fun to explore and see and test it in one place and I will not have to go through levels.
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And quite soon I actually had it so we do have plenty of things here.
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Oh the camera but well I was for good the camera by the way.
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The radio and all that stuff not everything was working like jails.
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It added jails and I asked it like to implement all the mechanics but it's it's sometimes it's not taking all if you say like implement all it will definitely miss something because what is all right so you're always iterate anyway.
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So that was my next step and I started with the gails.
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Gails in portal are special surfaces that has special properties.
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For example blue one allow you to bounce the orange sort of speed you up right when you go through it white allow to place a portal on it.
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Well I spent a bit more time on mechanics and stuff and it was working pretty nice but of course we won't know as visual and I showed you some cool stuff in intro.
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Let me show you how I achieved that.
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First of all the ground level is to tell the plot that we actually wanted the jails and I asked it to basically go and search by itself.
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And the cool thing is that it can go search that find textures from various sources or even procedural generators. So here's before and here is after and that is basically one 30 minute prompt it went to internet found very stuff and it looked so much better.
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I mean the lighting looked much better the textures the surfaces everything looks so it also improved some VFX but of course 3D objects was the same primitive etc which is sort of expected.
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And next prompt was related to polishing props, signage and atmosphere and look how far it actually pushed it. So I recorded some intermediate gameplay on that stage and it looks like completely different thing right the portals look way better there's a VFX well the props there by themselves also started to look better while still primitive. Some images some textures some explanation signs all that started to come together.
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Now the last thing I was lacking is of course the proper estes.
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So for that of course I can generate it with triple it's extremely simple.
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You can use HD models that the right poly counts you can also use smart mesh and generate a low pulley etc and the result was simple amazing.
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My workflow here was super simple since I had my cloth coat having all the context about the game what's needed.
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I just asked it to create me some text prompts.
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Yeah I mean that's probably one of the case when I use text prompts because why do I really need the images pretty much work the same. And I generated a bunch of models you can see them on the screen also for some models I tried segmentation.
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I love this use case is destruction. So basically you can tell that this mesh is for destruction it will basically fall apart in that pieces. Guns and stuff also here and I also want to honestly recommend cheaper for you and your project since right now it's still to want treaty AI generator not by my opinion only but also because of almost 200 ,000 votes on blind treaty arena and you don't have to trust me you can check it yourself. We recently added almost 18 new prompts with spent like two weeks generating it all in a rate treaty AI generator adding new treaty AI generator as soon as the site for a sale.
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But if you decide to try trip or link with free credits and a juicy promo code will be in the description. So let's do final tuning for the portal game.
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I realized I missed the gun actually so I actually asked it to work on it and updated results and the effects I like way more. And of course let's add all these assets that we generated a totaled, clothed, very are located and said world braw it's time to actually replace all the its new stuff and here we go woo everything looks so nice.
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You can see all the assets I generated the camera, the radio well now the objects actually make sense the gun in the end of the days the bowl is freeers.
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I mean of course like the objects that better be procedural generated remain procedural generated why not okay we have all the mechanics working.
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Just look at this we can actually play with glue and everything works wow that was super super fun. I was expecting that everything will be broken and nothing gonna work to be honest and that is also one of the reason I was delaying doing the video about tuning it I was not sure about the result but it is really really better than I expected. Fabel did amazing job everywhere but he cannot fight z fighting that is that artifacts on the floor will we all have our weaknesses.
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lasers and jails is probably still one of my favorite mechanics because again yeah like boom boom and wow it works wow I mean that's so cool if someone will tell me even five years ago I will be able to recreate portal within a day will actually less than a day I would definitely not believe I mean that that's like so much you know like and look you can see it works wow and I probably say something that you know I expect I think unity and godot also are way better to work with Fabel five or any other AI because they're cold first and you basically spend way less time in tokens to achieve certain results. I mean working with blue prints for AI is much more difficult than with code if you don't know much about blue prints and stuff yes AI can do that but if something goes wrong it will be very hard for you to figure out what's exactly or you're gonna spend plenty of tokens telling Fabel to find the problem so that is how I feel about it and that's it for today thanks for watching like and subscribe and I see you in the next one.

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À propos de cette leçon

Vous vous entraînez en anglais avec "Fable 5 Took Over Unity and Built a Game in a Day" en utilisant la technique du Shadowing.

Qu'est-ce que la technique du Shadowing ?

Le Shadowing est une technique d'apprentissage des langues fondée sur la science, développée à l'origine pour la formation des interprètes professionnels. Le principe est simple mais puissant : vous écoutez de l'anglais natif et le répétez immédiatement à voix haute — comme une ombre suivant le locuteur avec un décalage de 1 à 2 secondes. Les recherches montrent une amélioration significative de la précision de la prononciation, de l'intonation, du rythme, des liaisons, de la compréhension orale et de la fluidité.