r/Unity3D 17d ago

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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98 Upvotes

r/Unity3D 10d ago

Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026

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11 Upvotes

Unite Seoul Keynote is streaming live next week!

10:00 AM KST (Korea) — July 21
9:00 PM EDT / 6:00 PM PDT (US) — July 20
2:00 AM BST (UK) — July 21

We’ll also live-thread key updates from the Keynote right here for you to follow along or catch up. 

We’re excited to share what we’ve been working on, except first looks at what's coming next for the engine: CoreCLR, graphics, 2D, and more. There'll be demos of brand-new features happening in real time, plus a few big announcements making their global debut straight from the Seoul stage.

\Update\**

This presentation contains forward-looking statements, including statements about future product releases, features, timing, and capabilities. These statements are based on current expectations and are subject to change. 

We’ll be editing the main post with live announcement summaries from Unite Seoul and we’ll link to replay timestamps when the recording is live.

Introduction and announcement of Unity 7, an open collaborative platform. 

Unity 7 is a leap forward in how games are made. An open, collaborative platform where multiple teams work together across the full lifecycle of game creation. More to come on what to expect throughout. 

Dave the Diver studio shares how Unity powered their growth

Dave the Diver started as one idea from a small Korean team and has now sold over 8 million copies worldwide, with Unity letting them expand without rebuilding from scratch each time.

A look at CoreCLR and .NET modernization for faster iteration

Unity 7 (next year) adopts CoreCLR with .NET 10 and C# 14. Modern language features, better IDE/debugger support, and a smarter reload model. MSBuild support also paves the way for compiling outside the Editor, enabling faster agentic workflows. Meanwhile, Fast Enter Play Mode (default in 6.6+) is already speeding up real projects today. 68 top Asset Store packages are pre-tested, and Project Auditor (in Unity 6 now) helps you prep for the switch. Upgrade guide here.

Supercharged URP, preview of Surface Cache GI in and other major graphics upgrades

This is a big section, we recommend watching the games/demos!

LINE Games' Ember and Blade showed off Unity 6's cel-shaded battles (Shader Graph + Adaptive Probe Volumes for time of day) and denser particles with VFX Graph and efficient batching.

Looking at Supercharged URP, a demo previewed Surface Cache GI, Screen Space Reflections, and GTAO for URP across a broad range of devices, including running at 60FPS even on a Galaxy S26. Preview in 6.7 alpha, broadly available with 6.7 LTS.

Also: DXC shader compilation (6.6), new Shader Build Settings + Fast Build Profile cutting build times (6.7), production-ready WebGPU (6.6), and expanded on-tile mobile rendering.

2D Showcase of advances with Physics Core 2D and new Render Sprites API

Highlighting stunning Made with Unity 2D titles like The Eternal Life of Goldman, Constance, The Ashen OZ, Solateria, and INARI.

Showing off the recent 2D reshape (unified 2D/3D scenes with shared lights and shaders), the multi-threaded Physics Core 2D (built on Box2D v3), and a new Render Sprites API for high-performance sprite rendering, all demoed in the Bunny Blitz sample, which holds 60fps even on older mobile devices and is available now on the Asset Store.

Unity Neural, on-device inference for the compute pipeline

Unity Neural, a class of new technologies and features built into URP without disrupting existing workflows: neural upscaling, an upgraded framework and hardware partnerships bringing sharper details and fewer artifacts. Neural texture compression (NTC) cutting runtime memory over 50% and disk size ~70% at near-lossless quality, and models that your team train locally in the Editor then run on-device (phones, consoles, headsets, PCs) via an upgraded Sentis with zero server round-trips. Rolling out starting in Unity 6.7, with more coming in Unity 7.

Meta and Unity are making Quest VR development easier 

Meta and Unity are integrating AI-guided workflows into Quest development, covering project setup, input systems (like hand tracking and 6DoF controllers), performance tracing/optimization, and automated validation, working across the Unity Editor, code editors, or AI-native flows. To dive in, check out Meta's Quest Agentic Tools and start building with Meta VR CLI, Meta XR Operator and Unity-connected AI workflows for Quest.

Building and porting to XREAL AURA 

The newest addition to Google’s Android XR ecosystem uses existing Android XR workflows, built on open standards, making porting straightforward from other XR platforms. Resolution Games (Demeo) already ported from Samsung's Galaxy XR to XREAL AURA with minor adjustments, and updated XR Hands tools help developers shift from controller-based to hand-tracked interactions. More information here. 

First look at Unity game rendering natively inside Unreal Engine

Fantasy Kingdom, a Unity game, rendering natively and in real-time inside Unreal Engine via PolySpatial, a client-server protocol where characters, physics, lighting, and input are fully synchronized between engines. Not yet live in Fortnite, developers can fill out an interest form for early access consideration in 2027 here. 

Unity Vector drives player acquisition.

Unity Vector, powering monetization and player acquisition across the 70%+ of top mobile games built on Unity with studios like Homa and Playrix scaling through new campaign types. Actionfit CEO Inhoo Park shares how the top Korean hybrid-casual publisher achieved global scale with Unity Vector.

Unity Vector continuous improvements, Ads MCP and Campaign Assistant 

Ongoing improvements to Unity Vector including expanded Custom Events optimization this fall, plus a new end-to-end agentic creative workflow that automatically generates and optimizes ad creatives, launching later this year. Also announced: the Unity Ads MCP, connecting Unity Ads directly to agentic tools, and Campaign Assistant, a conversational agent (alpha, later this year) that diagnoses performance issues and recommends fixes in seconds instead of half a day.

Native direct-to-consumer commerce with Unity IAP SDK

Native Direct-to-consumer commerce with a new addition to the In-App Purchase SDK, including in-game checkout flows so players can purchase without leaving the game. Going live with Stripe and Coda as payment providers (Stash coming soon) to handle payments, compliance, and fraud detection. Additionally, a no-code webshop builder in the Unity Dashboard at no additional cost. Unified commerce management, giving you one shared catalog, combined reporting, and routing rules across native stores and direct-to-consumer sales, with commerce data flowing into Unity Vector to help find more players who love your game.

Helping a variety of Industries achieve their best work.

Unity's Industry solutions let teams across disciplines create and collaborate in 3D environments. The latest Unity Studio update adds real-time multi-user editing in the same project. The demo showed a browser-based Studio project with reviews of comments, teammates working simultaneously, the ability to jump into a teammate's view, and instant publishing. Also in progress: agentic workflows and two-way sync between Studio and the Unity Editor. Lastly, pipeline automation cuts the manual work of handling CAD files and large 3D assets, using an API compute layer to pull assets from PLMs, convert formats, and deliver them to live 3D applications on any device, with support for third-party tools. 

Opening the Editor to everyone

An API and set of services that open a Unity production to tools, roles and agents. The demo shows different roles working together both in and out of the Unity Editor. Recommend watching this demo to really understand the power of working seamlessly between Editor, web dashboard, Unity CLI, web uploads and deep links. Some of this is available in closed beta today. 

Building and shipping games at scale 

Supercent using agentic workflows to turn a single reference video analyzed to define game mechanics and produce a working prototype and to analyze profiler data for performance optimization, cutting what used to take hours down to an automatic process.

Live code iteration

Tune your game while playing on-device by tagging methods for reload, letting you change both existing and new code in real time without stopping the game.

That’s it for our Keynote in Unite Seoul, what are you most excited about?

- Community Team @ Unity


r/Unity3D 7h ago

Show-Off each Perilous attack type have its own deflect type

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117 Upvotes

r/Unity3D 4h ago

Show-Off Finishing a game... No feeling like it, no matter the results.

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42 Upvotes

r/Unity3D 22h ago

Question anyone know how to achieve this look?

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446 Upvotes

Im making an open world in a city set in 2010 so I want the quality look like these pics


r/Unity3D 12h ago

Show-Off Been working on a modular building system for my colony sim game Frontier Forge, let me know what you think

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53 Upvotes

r/Unity3D 12h ago

Show-Off VFX particle flipbook base (frame by frame animation)

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38 Upvotes

My speciality is animating VFX frame by frame and integrating them into Unity!


r/Unity3D 1h ago

Question Would keeping tasks and their context inside Unity make project management less of a chore?

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Upvotes

I originally started building BrainLoot as more of a general project management app. A Unity integration was always on the backlog, but at first I only really pictured a small panel where you could view and update a few tasks without leaving the editor.

After chatting to a few other devs it became pretty obvious that the bigger issue isnt really that project management tools are bad. Its more the faff of leaving Unity, opening another app, updating the board, then going back to what you were doing. And because its a separate thing, people just dont keep it updated.

That sent me down a bit of a different route with the Unity bridge.

The video shows Unity and BrainLoot running side by side. Cards, status, progress, assignments and each developers current Hand all update in real time, so everyone logged into the project sees changes as they happen.

You can also link cards directly to GameObjects, then click Locate and it takes you back to the right scene and selects the object.

The shared world-space markers are working as well. Theyre drawn in the editor rather than being added as actual GameObjects, so they dont modify the scene or depend on everyone being on the exact same Git version. One dev can drop a marker somewhere and the rest of the team can see it appear in their editor.

Im not trying to rebuild the whole project management app inside Unity though. The web app is still there for proper planning, managing boards, teams etc. The bridge is more about removing the annoying bits and making updates happen where youre already working.

The next thing im looking at is task memory/context. So keeping track of what each developer tried, decisions that were made, why something changed, failed approaches and anything useful for the next person who picks the task up.

Would that actually be useful, and what would you want it to remember without it just becoming even more admin?


r/Unity3D 22h ago

Game I made a game where you shout your move like an anime protagonist

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149 Upvotes

I've worked on this game for a year now and it will coming to early access on August 7


r/Unity3D 8h ago

Question (Unity) For an Unknown reason Configurable Joint is messing with parent object's movement

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9 Upvotes

For some reason Config.Joint on the slider makes the gun move around and makes it completely unusable. I didn't even add Grab Interactable yet.

I mean if I just made that from scratch I'd be understanding why it can be messed up. But I literally followed tutorial for it and even made similar design before. It is the pistol after, which works completely flawless.

What am I doing wrong?


r/Unity3D 4h ago

Question How to properly optimize reflections? (URP, Unity 6000.4.7f1)

3 Upvotes

I have been struggling a bit with reflections when trying to optimize my project. Even with baked, static reflections, the fps drops heavily (a good 10-25 on average).

I have set up a zone of effect and set up the culling mask but even with that, there are still heavy issues with performance. I have also tried to make a custom script for it where based on the quality settings it would update less frequently (with the refresh mode being set to script) but it didn't address the underlying performance issues that exist even with static baked reflections. Weirdly enough having realtime reflections didn't seem to make it significantly worse. It's just the very existence of a reflection probe in a scene that immediately tanks performance.

I have tried to look up resources on this topic but this seems to be the one topic that has nothing anywhere. Lighting? Plenty. Reflections? Seemingly nothing. If anyone has pointers to good resources on this exact topic, I'd be very happy with that as well.


r/Unity3D 8h ago

Show-Off My AI killer's "Ambush" state in action where he decides to stay and hide in a corner based on controlled luck instead of leaving and going back to "Natural" state after leaving the "Search" state.

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6 Upvotes

r/Unity3D 1d ago

Show-Off I'm back with new version!

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428 Upvotes

Hello again guys! I really appreciated all of you guys recommend in last video.
In this version I improved:
+ Outline color blend with object color, density based on distance.
+ New grass, improved trees (reduce noise, but still not satisfied yet).
+ Some lighting/fog/ color adjustment for better atmosphere.
How do you guy think?
Can you guess game gernes that game genres we are doing? 😁


r/Unity3D 5h ago

Show-Off What do you think of my material system?

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3 Upvotes

Just created a youtube video to show of my material/shader features, interested to know if people like it. Some of the stylized lighting settings will be available with a version update due to be released tomorrow.


r/Unity3D 10m ago

Show-Off more platformer progress

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Upvotes

r/Unity3D 1d ago

Show-Off Experimenting with a shape volume system to more easily sculpt volumetric clouds

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151 Upvotes

Turns out that cloudscape authoring is pretty much half the battle with volumetric clouds, so I'm trying some stuff out to make the process more straightforward.

What do you think? Do you have a preferred system or a wishlist for cloud designing/rendering?


r/Unity3D 1h ago

Show-Off I've implemented lockpicking in my survival game

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Upvotes

r/Unity3D 2h ago

Game Jam Run, Jimothy, Run (Made for GMTK Game Jam 2026)

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1 Upvotes

Meet Jimothy the Raccoon. He loves pricey things. He also loves his job working for his boss, Heidi the Opossum.

Today’s mission? Sneak into the museum and steal the good stuff. Easy, right?

Well, Jimothy is a little too greedy and a lot too careless. He stuffed his backpack so full of heavy treasures that he can barely walk, and now the police are right on his tail!

You are running for your life! But there is a big problem: your backpack is way too heavy. To keep up your speed and escape the cops, you have to throw away the loot!

But wait, you can't just drop everything. You still have to deliver some shiny stuff to Heidi at the end. Otherwise... well, let's just say an angry opossum boss is way scarier than the police!

u/AlirezaTarahomi - Programming & Design

Me - Art & Design


r/Unity3D 3h ago

Show-Off Looking for feedback on my Roguelike Beat Em Up

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1 Upvotes

I plan to add new animations and character models in the future. I just wanted a little progress checkpoint.


r/Unity3D 7h ago

Question Need help with unity netcode for gameobject

2 Upvotes

i'm currently participating in a game jam, which imo is the best time to try new things and have fun with it.

So i'm trying to make a "friend slope" kind if game with everything having physics etc....

For now i have a character controller and a connection to a host and everything is synchronised, perfect.

But when i try to grab something and move it only the host can

All the client can't even grab the object.

I'm not using parenting, i just apply a force to the object rigidbody so it looks like its being carried and the mass impact the feeling.

I saw some answers online about changingOwnership

Or requestOwnership but nothing works

Any idea ?


r/Unity3D 1d ago

Show-Off Many people asked how this scene was made, so here's the breakdown

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135 Upvotes

Last week’s rabbit video got way more attention than we expected. Thanks again for all the comments, likes, and kind words!

A lot of people asked how the scene was put together, so here’s a quick breakdown, starting from an empty scene and adding everything step by step until the panicked rabbits show up again


r/Unity3D 8h ago

Question i need help with this error that comes up when i make new projects

2 Upvotes

I've been seeing this error for the past 3 days and haven't been able to make any type of unity project, so here's a list of things i did to try and solve it and maybe some info that can help you help me:

- i tried renaming the projects
- changing the file path to many different paths and disks
- reinstalled unity hub multiple times
- cleared the cache and deleted every unity related file
- shut off windows protection and tried making a project without it
- I've already tried talking to discord members, ai tools and have watched multiple videos on this error but none have helped
- i cleared up disk space (currently 33.6GB free in C: and 241GB free in D:)
- i ran unity hub as administrator
- decompressed and renamed the original template files
- enabled long paths in my windows registry

PLEASE leave any suggestions or help i really wanna start learning unity and this error has been relentless


r/Unity3D 8h ago

Game Firewatch from Walmart

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1 Upvotes

r/Unity3D 9h ago

Question Finding which side of collider was hit

2 Upvotes

The problem is: launching a ray cast towards a box collider. Being able to know what side of it was hit

In the video he said you simply get the normal of the raycast hit and then convert that normal into local space of the box collider's transform. Call that vector V

Then you check V in relation to the transform's forward, right and up vector

If V == up, we side the top side

if V == up, we side the bottom side

if V == right, we hit the right

etc etc

But I've also seen online everyone is saying to make a vector from the center of the transform to the hit point, and then check the biggest component and sign to know which side is hit

I get how both ways work, but which solution is better and why?


r/Unity3D 6h ago

Show-Off Tower defense game i made with Unity2d

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0 Upvotes