This is me clicking a button and watching all of my art assets, all of my prefabs, all of my scripts. Everything is added to a Unity scene on the fly automatically. And [music] ultimately, it's going to create this. Uh, I wanted to make a pod racer game. Um, so I'm going to show you how to do this. And specifically, I'm going to show you how to do this with a really cool tool called Bezi Actions. See, last year I spent, I think maybe a 100 hours cleaning [music] up a single menu in my third commercial release. It's called Twisted Tower. This was mainly just moving prefabs around, uh, tweaking UI placement, fixing bizarre, mind-numbing bugs related to input or navigation. And frankly, stuff like this, it takes me away from what I'm really gifted at, and that is creating handcrafted art, writing my own music, creating my own stories. Think about the things that you're naturally talented at when it comes to making games. What if there was a tool that gave you space to focus on those things and it handled the
granular, boring, repetitive tasks, the things like placing game objects, organizing prefabs? What if you could just tell this tool about your project and then the tool would just organize all of your elements in your scene from scratch? The tool that I'm thinking about is called Bezi. Specifically, it's this new tool called Bezi actions. And it's one of those new tools where frankly at first I was like, "Yeah, this this sounds a little gimmicky." And then I tried it and I realized that this this could very well be a new standard for making games. So I'm going to show you this tool by creating a Star Wars pod racing game. So let's go ahead and jump into Unity and build this pod racing game with the help of Bezy actions. And by the way, Bezi is the sponsor of this video and I'm super grateful for them because they came in clutch when I needed some help with funding Twisted Towers development last year and this year. But truthfully, honestly, and more importantly, Bezi is honestly an incredible tool. So, click the link below to check it out. There's a free trial. All right, let's jump inside of Unity. Before we do any cool stuff with Bezi actions or polish the game up, I just want to show you really quick what
I've got here. We have a player controller here. And again, this is totally free. It's a very simple box collider. And there's this script here, and it's called smooth follow. And all it does is it just these pieces follow the character controller and there's some bounciness and some lurping that happens and it kind of feels like a pod racer. Pretty straightforward here. We've got terrain and a really sort of wiggly bouncy character controller. You'll notice that the camera is low to the ground and also we're using a field of view that's pretty intense and it makes things look really fast. Now, what I can do with the terrain is just use something called set height here. And I could just basically set the height really tall here. So, maybe like 120. And I can start creating like a track, right? A quicker way to do this is just to set the height like this. And just dig into the ground like this. So, I'll be right back. I'm going to come up with a really cool sort of level design. All right. So, here's the level design I'm going to use. Very, very simplistic, very basic here. Let's go ahead just play around and see how it looks. All
right. So far, so good. You know, really simple here, just terrain and a fun character controller. So, that's our scene. Are we ready to jump into Bezi actions and have Bezi just throw together our UI and our triggers and our coins and our rings and our boost zones? Not yet. Not yet. If we're going to use Bezi actions to throw together our scene, you want to make sure that everything is basically organized very cleanly. So, you can see here I have an asset store dump. I've instructed Bezi not to look in this folder for anything and do anything with it. Everything that I'm going to use in this game is actually outside of this and it's nice and cleanly laid out in my prefabs. So, I have some cool rocks here. I have obviously my player controller. I have my pod racer graphic here. Uh I have this ring here, but it's just a graphic. There's no components on it. And then I've got my terrain. I've also got some sounds, right? I've got a boost sound, engine sounds, game music that kind of sounds like Star Wars.
I've got a game over sound, ring sound. We're going to be collecting rings to boost. Ring error sound, win sound. And then we've also got very simple scripts here. A checkpoint script, which checks to see if we've hit a checkpoint. A finish line script. It's just a trigger. You just touch it and you either completed a lap or if you complete three laps, you finish the game. We've got the player controller script. We've got the ring script. Just collecting a simple ring and then a smooth follow script which makes that player graphic smoothly follow. These are super duper simple. Now, there's one more thing we want to do. Whether you're making a game with Bezy actions or whether you're making a game with a team or solo, you want a GDD, a game design document or in my case, in my case, it's something called project rules. So, I'm inside of Bezi right now, but these project rules are not unique to Bezi. Project rules are
something you're going to have even if you're just making a game completely from scratch with a team or solo. This is kind of like a GDD. And I've created GDDs for all of my games. In this case, I spent a good hour and a half, two hours handcrafting this project rules document. Now, this is great for me as a developer, but it's also going to be very, very good for bezi and bezi actions. It'll all make sense, I promise. See, at the end of the day, what we want to do is we want to describe in detail number one, how this project is structured. Where are the scripts? Where are the materials? Where are the models? Where are the textures? What are the current scripts we have? and what do they do? How's the game rendered? Is it using URP or SRP or HDRP? What are the various audio assets and how are they used and where are they used in the game? Prefabs. What are the current prefabs? We have gameplay. This is crucial. This is where I spent the majority of my time putting together this Project Rules file. How exactly is the loop going to play out for this Star Wars Episode 1 pod racing game? What's
the format of the race? How are the rings collected? Why are we collecting rings? Is there a timer? How does the boost work? All this stuff is crucial for Bezi actions. If we're going to ask Bezi to put together our scene and start placing prefabs and creating prefabs and attaching scripts, Bezi needs to know what is going on. What is this project? Now, if you don't have Bezi installed, it's super duper easy to install. Just click the link below and install the Bezi package. You just have to double click it and it's going to open up inside of Unity. You'll see this little Bezi icon here, right? And this says that my Bezi is connected. I'm going to go ahead and open Bezi here. Now, you may be prompted to install the plugin. Go ahead and do that. So, just a quick overview here. This is our project rules, and you can write pretty much anything you want here. You just want to be very specific. You don't want to use like conditional language. And if you need any tips on writing project rules, you can see them right here. Now, if we want to go ahead and prompt and ask some questions, we can go to ask mode here, and we can ask Bezi about the project.
tell me about the project files and textures and how you plan to use them. And Bezi is just going to give me some very descriptive language about what this project even is. If I want to, I can go to agent mode down here. The difference between ask mode and agent mode is ask mode is it's only going to answer your questions and it will write scripts for you, but it's not going to apply those scripts inside of Unity. Agent mode, it starts doing things for you. So if you say, "Hey, I need a trigger for this object." or hey, I need you to adjust my player controller script. It'll do it for you and then it'll tell you after it's done what it did. If we go to agent mode here and I say please add a variable to the player controller script that includes fart sounds, it's going to go ahead throw in some fart sounds. Now, I'm going to click stop here cuz I definitely don't want that. Maybe one day, maybe after the camera is not rolling. But there's also something called Bezi actions. Just go down here to your username. Click it and then go to app settings and you'll
see in editor action capabilities and of course it's in beta right now but this just enables the agent to make certain changes in engine for you. In editor actions means it can add game objects, it can add components to game objects. It can add UI. It can add texture layers. So let's go ahead and have it create our scene for us. All we have right now is a player controller and we have [music] terrain. What I want it to do though is I want it to use my assets, my scripts, my sounds, and I want it to set up my scene. I want it to have a starting line here or a finish line here. I want it to have a checkpoint here. I want game music to play. I want a ring to be created, a ring prefab. I want to be able to boost after I've collected three rings. I want a user interface. All of this is going to be added in my hierarchy with Bezi actions. Go ahead and create all necessary prefabs for my scene. reference the project rules to know what exactly to add to the scene.
Now, before we hit the execute button, do you guys notice something here? I kind of know what I'm doing. I know how a game is made. I've got all this documentation about how the game is created and what the loop is, how my assets are put together and where they're stored. I know all about asset creation. All of this knowledge is from experience making games. The people who know how to code, the people who know how to make games, the people who know how to make humanmade assets, those game devs are going to have an advantage because they know how to put a game together. And Bezi just makes it faster. All right, let's go ahead and click this arrow here. And boy, I'm kind of nervous. [laughter] Let's see what happens. Let's stop this really quick. I totally forgot. I forgot to tell you what the UI layout should look like. attached is a screenshot. Now, this is cool. This is what the HUD is supposed to look like. I'm going to go ahead and export this as a JPEG, and I'm going to upload this into the Bezi uploader so it knows how
it's supposed to lay the UI out. It doesn't know that this should go over here or this should go over here or this should be centered. Has no idea. So, we're going to upload a screenshot so it knows. Okay. So, let's take a look and see what Bezi created for us here. So, the HUD and prefabs are completed. The ring prefab, was it created? Yep, it's right here. Does it have a script on it? It does. Good. Everything's looking like it matches the rules file. So far, it looks pretty good here. Total laps, good. Starting time, 120, 120 seconds. Yep, that's correct. Let's go ahead and click keep all here. And we're going to take a look at one little thing here. I think Bezi may have made one small mistake here, which is the timer panel does not have this black box underneath it, nor does it have the sprite for the clock. You can see here there's nothing there. So, we need to make sure that Bezi does
that for us. So, let's go ahead and tell Bezi to do that. It looks like you did not include any sprite images in the UI. All right. So, Bezi is having a hard time understanding how to add sprites from a PSB file. Now, obviously, I could import PNG files, right, into my UI, but I like to use PSB for my UI. This is fascinating because Bezi knows that it can't actually access these sprites inside of this PSB. So, instead, it's going to add images behind our graphics here, and I could simply just drag in the correct ones, which is reasonable. I think I'm going to do that. And here's the thing, right? It's not going to be perfect. It's not going to perfectly, you know, set up our UI, but you can see that it's put it in the right corners and it's set it all up with the proper children, the proper scaling, the proper rect transform settings. This is huge, right? This this kind of stuff takes a long time to set up in your scene. Bezi threw it together really, really quickly here. All right. What other assets and
prefabs did it create here? Oh my goodness. We've got this finish line. It's a box collider with a quad in it. Let's go ahead and put this right here. This is where I want it to start. I'm going to press control shift F. And this is going to be our starting line here. Scale her up. And this is the visual. This is the quad that's going to have our checkered lines on it or something. There's our finish line. Let's go ahead and move our player controller to right where the starting line is. So now when we start, we should cross over that line and the timer should begin. We'll see. Okay, so far it did not start. So let's go ahead and ask Bezi. Hey, what's going on here? Why isn't the timer starting? [laughter] All right, Bezi found the issue. The UI manager component in the HUD canvas is not connected to the player controller. UI manager, that wasn't connected. There it goes. Good. Let's go ahead and see if the rings work. I'm going to drag
in a ring here. There's a ring. We need to create an animation. It created these animation booleans and triggers because I told it to in the rules document. That's because I want it to do a cool animation once it's collected. So, I'm going to go ahead and create that. Good. All right. I'm going to go ahead and just put these rings throughout our map. And if the player collects three rings, they can boost. Alrighty, let's go ahead and hit play here and take a look at the ring collection system. Good. So, I can't collect more than three rings, right? We'll clean that up here. So, if I collect more than three rings, it plays an error sound, which is perfect until I press shift, which is our boost. Yes, it works.
That's awesome. Yes. Awesome. So, our boost works and our rings work. Very good. Ain't this weird, man? It's a It's a different kind of um It's a different way to make games. And what I found as I as I play with tools like Bezi, it's almost like having a team member next to you and they're kind of working on their own thing and you work on something else. Oh, let's go. This is fun. Oh, no. Okay, there's our shortcut. So, the checkpoint was passed. Good. It's showing up in our debug. Whoa. Oh, no. I got turned around. I think we're good. Yes, it works. Awesome. Okay, let's see if we can beat the game. Oh man, we only have 33 seconds left. Okay, let's see if the game over screen works.
Wow. What? It works. I'm honestly shocked. It all just works. That's insane. All right, the game works. All the game objects are laid out. The UI is laid out. And it was all laid out with Bezier actions. So, I kind of simplified the map a little bit just so I could actually set dress this thing and it not take 25 million years. And then also throwing in my skybox. And then I'm going to start cleaning up the color of my textures. I'm just going to use this very simplistic color palette here to kind of match all of our textures to this sort of well color palette here. Then I'm going to add some big fat rocks. I'm just going to use the same texture from the terrain and just drag it onto this rock and just put these massive rocks everywhere. I think that's kind of a hallmark of a lot of like Star Wars games is things look just so big
compared to the actual player. And then I'm just going to add some post-processing, some blooms, some glow here. And let's just clean up our UI here. Just drag and drop our sprites from our UI. Colorize it. Use some gradient from our text mesh pro. And then boom. Here is the final result. Admittedly, admittedly, just like any game, this game has a lot of flaws. I'm going to cut those out here. And so this final result here, this is well, this is me just cutting it, making it really fun and really pretty. Granted, I had a lot of glitches, and that's just the way it goes. All right. So, what did you guys think? Pretty impressive, right? All in all, I'm definitely going to be using this tool more on my other projects. I think it saves a ton of time, uh, leaving me time to focus on what I love to do, [music] things like art, story, music, and game design. And if you thought Bezy Action looked cool, there's a free trial in the link in the description. Cheers.
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Distilling the key insights…
Thomas Brush · 2026
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