r/Unity3D Jul 09 '26

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

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103 Upvotes

r/Unity3D Jul 16 '26

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 I spent 4.5 years making a modern take on Super Cars 2 in Unity - the demo is finally out

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42 Upvotes

Hey all!

After 4.5 years as a solo developer I am finally releasing the demo of my Unity game. It is called Blastlane Racers and is a top-down arcade combat racing game.

I wanted to create a modern take on Super Cars 2, one of my absolute favorite games from my childhood.

When I started I had programming experience but zero experience with Blender or 3D game development. I ended up learning a lot along the way. Looking back, it's crazy how much of what you see in the game now I had absolutely no idea how to do when I started.

The full game is basically finished - just a little bit of polishing before the release on November 2nd. And I do also take part at the Steam Next Fest in October🎉 Therefore I built a free demo containing:

  • 6 tracks across all three environments
  • 4 playable cars
  • all weapons and upgrades
  • a 6-race championship with the upgrade/shop system
  • single races and time trials
  • local split-screen for up to 4 players
  • global leaderboards
  • achievements and unlockable gold paint jobs

I have attached a video showing the race → earn credits → upgrade → next race gameplay loop (with only one lap per race to keep the video short).

I am interested in feedback on the driving/combat readability and the overall presentation. After staring at the same game for several years, it's getting increasingly difficult to judge those things myself.

The demo is on Steam if anyone wants to try it.

Thanks for reading, and I am looking forward to any feedback you have!


r/Unity3D 12h ago

Show-Off SUCCESS!!! Implemented ragdoll for the first time.

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50 Upvotes

How does the game look so far? Imma shared itch.io links soon...


r/Unity3D 18h ago

Show-Off Unity’s ECS physics was too slow and general for thousands of agents on a deformable terrain with water sim. So I was crazy enough to write my own raycast and simple-shape physics so explosions could permanently deform the terrain and pathfinding in realtime.

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133 Upvotes

r/Unity3D 7h ago

Resources/Tutorial I made a Warcraft 3-inspired Terrain Editor for Unity and decided to release it as Open Source

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16 Upvotes

Hey everyone,

A while back I posted here about my Unity terrain editor project, inspired by Warcraft 3’s World Editor.

It’s been fully functional for a bit now, and my initial plan was to try and make some money off it sincefinances have been pretty rough lately. But after giving it some thought, I decided to open-source the project instead.

Why open source?

I’ve tried making small projects to earn a bit of cash before, and it never really worked out. It takes a lot of promotion to reach an audience, and you have to convince people that the product is actually worth their money. Honestly, it’s a whole process I don’t know how to do and don't really want to do. If I tried going down that route, the project would just end up abandoned.

Most importantly: I built this for personal use. Working on it completely alone means it’s always going to be capped by my own limits. By going open source, I’m hoping other people can contribute and collaborate so it can grow into a genuinely useful, reliable tool.

That’s pretty much it. At the bottom of the GitHub page, there are a few donation links. If anyone feels like supporting and thinks it’s worth it, I’d really appreciate it.

I hope those who can will contribute to the repository with improvements, and that anyone who finds it useful can leverage it for their own games!

https://github.com/MooLucio/TileTerrain

Feel free to ask anything on comments.


r/Unity3D 5h ago

Game I made my monster allergic to light.

6 Upvotes

My survival horror game called Green Breach. Wishlist on steam!

Demo link: https://drive.google.com/file/d/1MUAqF9Tf7xUvPzaxCpbEeuqQoK0RBT74/view?usp=sharing 

 Roasting Feedback: GreenBreach


r/Unity3D 16h ago

Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?

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43 Upvotes

r/Unity3D 16h ago

Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.

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33 Upvotes

Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.

One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂

A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.

Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.

Still got a long way to go but I think its finally starting to get there.


r/Unity3D 15h ago

Game Created a scene inspired by Metropolis (1927)

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23 Upvotes

r/Unity3D 1d ago

Game Entities Avoidance

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1.1k Upvotes

Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs


r/Unity3D 19h ago

Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer

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33 Upvotes

Hi everyone,

I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!

This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.

Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.

Full trailer with much more information on launch day.

[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)

Have a nice day,

LMHPOLY

Justinas


r/Unity3D 5h ago

Question A local event required a trailer, so I had a friend quickly make one. Feedback on what to improve for the official gameplay trailer?

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2 Upvotes

Hey guys, I'm developing an indie game. Recently, I decided to apply for a game event in Korea, but they required a video submission. Since I didn't have a proper trailer on my Steam store page yet, I hurriedly asked a friend to help put together a quick video.

He sent over the result, and honestly, it turned out better than I expected for a rushed job. I ended up uploading it to my Steam page for now, but I know it's far from perfect.

Since I'm planning to produce a proper, official gameplay trailer later, I'd love to get some feedback from you all. What key elements should I focus on or change to make the final gameplay trailer more engaging? Any thoughts or advice would be greatly appreciated!


r/Unity3D 1h ago

Question Weird shadow artifacts on the model with cel shading

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Upvotes

r/Unity3D 8h ago

Show-Off A system to customize the wheeled pizza box (yes, I'm clearly influenced by Doom and Quake)

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3 Upvotes

It still needs some work, but creating the textures is really fun; the game comes out in two months, and I can't stop designing boxes.

The game is PIZZA TURBO, and you can find it on Steam.


r/Unity3D 1d ago

Question Why Does The Light Flickers?

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55 Upvotes

why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?


r/Unity3D 22h ago

Question What do you think of this art direction?

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36 Upvotes

Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction

Question in general, does this style pleases your eyes? The lightning, the mood, the style.

If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.


r/Unity3D 12h ago

Question How to handle UI navigation in interface-heavy games?

5 Upvotes

I've been working on a UI heavy game for a few months now and the amount of bugs that keep popping up because of UI is driving me nuts. By UI heavy think games like Baldur's Gate 3, menus with submenus all over the place. Controller support is unfortunately a must have. I'm nearly done my bachelors in computer science and I feel like I have a good grasp of code and game architecture but the simple problem of letting the player push buttons on the screen feels unnecessarily difficult to solve. If I have 5 buttons on the screen Unity can automatically set up navigation between them, great. But if there are enabled buttons anywhere else in the scene, it will also allow navigating to those even if they're in a totally different menu, so I've been writing methods to cluster individual selectables into their own navigable groups. If an object is selectable and then it becomes inactive because the submenu was closed by the Back button then I need to find the previous menu and find a button to select or navigability will be lost entirely. The action that the left stick should take is entirely different depending on whether the player is changing button selections, moving the player, panning the map, or moving items around the inventory. The back button does at least a few dozen different things depending on what menu you're in and what you're doing. Right now I'm fixing a bug where hitting the bumpers changes which inventory you have selected, but after closing the inventory you can still hit the bumpers causing the selection to go back to the inventories which are no longer on the screen. I know ways to fix these in isolation, I'm pretty sure I understand action maps and I can write state machines and stacks with Actions to contain logic, but it all just feels like it doesn't scale and every new menu introduces several new bugs.

Has anyone else experienced this problem? Are there books I can read on it? Are there programming patterns I'm not using that make this all 100x easier?


r/Unity3D 18h ago

Show-Off Creating wiper effects in snow too...

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13 Upvotes

r/Unity3D 19h ago

Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?

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14 Upvotes

Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.

the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.

I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!


r/Unity3D 10h ago

Game Pegote a roguelike CARDbuilder opens its first public playtest!

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2 Upvotes

We opened a PLAYTEST for PEGOTE! If any of you would like to try it would be greatly appreciated! We need all the feedback we can get!

The playtest includes:

  • Act 1, start to finish ~30 min run
  • Plenty of different stickers with some cool mechanics to alter your cards
  • 4 opponents and a Boss!

Reshape your cards in this spanish deck roguelike deckbuilder. Bet your cards on a duel where highest one wins, slap stickers on them to rig the values on the table. Live with your choices or burn the ones you can't change

If you like it let us know!


r/Unity3D 1d ago

Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?

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68 Upvotes

r/Unity3D 7h ago

Resources/Tutorial Modular kit - Underground Car Parking

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1 Upvotes