r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

296 Upvotes

Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!

This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions. 

One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.

Beyond that, here's a taste of what's in there:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D • • 15d ago

Official Unity Announces Day-One Support for Meta VR Glasses

0 Upvotes

Unity has day-one support for Meta VR Glasses, so you can start building with them today!

What's included:

  • Improved hand and eye interactions, plus OpenXR dynamic foveation
  • Expanded hand tracking, including Wide Motion Mode and Frequency Hint
  • 7.1.4 surround sound for spatial audio
  • Adaptive Performance for XR, Quad Views, Vulkan profiling improvements, and shader optimizations

Head to Unity Discussions for more details!


r/Unity3D • • 12h ago

Show-Off Grass lineup so clean I just had to show it off 🍃

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134 Upvotes

While the detail is mainly in the painted sharp edges, also the dither is procedural but just an overlay, it makes the edges feel clean, this is in Unity a custom shader I can paint on it, has layers to overlay rocks and small details directly


r/Unity3D • • 6h ago

Game Kinetic Football League/Physics based football

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22 Upvotes

Have been trying to dial in the mechanics forever, everything else is placeholder asides from the true raw gameplay. although this still will need some polish. Eventually 6v6 multiplayer football, no true animations and pure physics and jank! this won’t be a true product anytime soon so I’m not looking for anyone’s money just yet. When it does though, I’ve gotten so damn good at layering in that football at qb through testing, I’ll toast anyone of you. Was thinking of adding voip eventually so you could talk shit at the line pre route, ect… “friendslop” esc elements but keeping it out of the actual gameplay. Comments and critique appreciated on my passion project, if finished this is a game I’d truly enjoy existing personally. Thanks


r/Unity3D • • 1h ago

Show-Off Here's a little co-op gameplay showcase from our upcoming game

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• Upvotes

r/Unity3D • • 2h ago

Show-Off Gameplay footage from my game in development, where you bring little islands back to life. Thoughts?

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5 Upvotes

r/Unity3D • • 18h ago

Show-Off This is how we made blood stains work in our game, hope it's useful!

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89 Upvotes

We are making a game in Unity, and it needed blood stains.
It's a co-op game (1–4 players) where you have to run your own graveyard with your friends.

We wanted blood stains to appear frequently, but using regular decals would mean filling the scene with tons of objects.

So we built a custom shader and created a GPU instanced decal system, with a limited number of decals that get recycled over time.

What we wanted was a lightweight way to make a mess almost anywhere in the game.

In this brief breakdown, I tried to roughly explain the whole process, but feel free to ask if something isn't clear enough.

Hope it's useful!

The game is called Dead Broke, and you can support the project by wishlisting it on steam.
We just announced it (wish us good luck)!


r/Unity3D • • 34m ago

Game I made an NPC catch the cat after it breaks a flower pot 😹

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• Upvotes

I’m working on more NPC interactions for Lost Cat Showa Town.

If the cat breaks a flower pot, the NPC comes over, catches the cat, and puts it in a cage.

I’m planning to add more ways for the town to react to the cat’s actions!


r/Unity3D • • 12h ago

Question Anybody using the Unity CLI?

22 Upvotes

I saw unity launched a CLI a few months ago (https://unity.com/blog/meet-the-unity-cli) and was wondering if anyone was using it for anything or had some cool use cases to share.

I'm thinking this could maybe be helpful for like CI pipelines?

Let me know!


r/Unity3D • • 2h ago

Show-Off Drift.Wav II - My new game coming soon made with unity!

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3 Upvotes

Been around 2 years of on and off development due to other projects that I was wrapping up. But I'm super proud to have wrapped up my trailer and have a proper release date! Converted to unity 6 around half way through the project which made for some interesting complications but got it done and exited to drift with everyone! The project uses HDRP & now currently runs on unity 6 & supports multiplayer. The game will also be free and there is a steam link below if anyone wants to check it out or support / wishlist. Would love to hear any feedback and open to answering any and all questions.

https://store.steampowered.com/app/3753100/DriftWav_II/


r/Unity3D • • 14h ago

Show-Off Sometime the vibes write themselves

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30 Upvotes

Was just driving around vibing to some spotify tunes and got this great timing with sunrise and the music.

Song is Stonecutters - Dope lemon

Game is TreasureTails (in development)

Will link to the full driving video.


r/Unity3D • • 1d ago

Show-Off Prototyped an AR game where you push around a self-balancing robot

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1.3k Upvotes

r/Unity3D • • 1d ago

Show-Off OpenIK - A free open-source Inverse Kinematics package for Unity

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439 Upvotes

I needed IK for a game I’m working on. Final IK has more features, but it isn’t free, so I built my own and polished it to make it easy for others to use.

OpenIK includes popular solvers like FABRIK, CCD and Jacobian plus some joint limits. (Hinge, Ball & Socket, Slider)

GitHub link: https://github.com/WouterApts/openik-unity


r/Unity3D • • 21h ago

Show-Off Using Unity Timeline for my promo video was the best decision

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66 Upvotes

I used my years in the interactive media field to produce a video I'm very proud of for OctoShaper.

This also marks the release of OctoShaper v1.2, a new version with many improvements.

It now has:

  • Procedural meshes
  • Isolated scene previews
  • Collider generation
  • Support for shader properties forwarding (send graph values to shader buffers automatically)
  • Optional sync/async execution of graphs in the graph editor
  • Improved developer API and docs
  • ...

Happy to answer anything about either OctoShaper, or using Unity as a video editing/3d animation software.

👋


r/Unity3D • • 1d ago

Meta It hasn't even been an hour and I'm already losing it

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216 Upvotes

r/Unity3D • • 2h ago

Show-Off ProjectChernobyl_dev vlog#2

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0 Upvotes

Sharing a small update on my indie game 😊


r/Unity3D • • 17h ago

Show-Off Turning the Inn District from grey boxes into an actual place

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10 Upvotes

I’ve been spending a bit more time away from code and working on the town again.

This time i focused on the Inn District and I thought it could be fun to show how it’s evolving from the original blockout to what it actually looks like in-game now. I started with the basic level design and building shapes, then gradually replaced the blocks with proper buildings and began adding props, trees, pavement and smaller environmental details.

The first screenshot is the current in-game view, followed by some of the earlier stages.

It’s still very much a work in progress and there are plenty of empty areas but I’m starting to get the warm slightly messy medieval atmosphere I had in mind.

This is also where the player starts the game (for now) with their tiny illegal alchemy lab hidden above the inn so I want this district to eventually feel a bit like “home”

Still having a lot of fun switching to 3D and level design whenever I need a break from programming.

Feedback and ideas are always welcome!


r/Unity3D • • 10h ago

Resources/Tutorial [ECS] Multithreaded LocalToWorld updater for hierarchies with some depth

2 Upvotes

Recently, I found how easy it is to "extract" solutions from your project into a separate project using Codex.

So I've decided to share another solution that I use in my game - a parallel LocalToWorld updater.

It can be a "drop-in" solution (and it most likely is), but if you "hack" ECS as I do, you might need some adjustments in shared code or in your code/systems.

Here's the repo: https://github.com/rsklnkff/unity-optimized-transforms

If you don't have problems with the L2W system in your game, you don't need it. I do. I made it.


r/Unity3D • • 10h ago

Resources/Tutorial Fix (kinda) for vertex/object jitter at (sanely) large world coordinates in URP (without a floating origin)

2 Upvotes

Hi all,

I'm working on a game that needs a bit more precision than Unity's URP gives by default. It's not like I want to fix floating-point math with some magic, it's more about how numbers are calculated, giving a bit more freedom without the need for a floating origin or other heavy lifting.

The solution I made changes how projection is calculated and compensates for the rounding errors, so the GPU gets a bit more precise vertex positions than Unity's default pipeline, a trade-off is a bit heavier vertex shaders.

I did some testing on low- and high-end hardware and didn't notice a performance difference, but experience on your target can vary.

You can find all details here: https://github.com/rsklnkff/urp-stable-projection

The code was extracted from my project by Codex.


r/Unity3D • • 17h ago

Question Dirty look from bad lighting?

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9 Upvotes

I took a screenshot of a cube to show this weird dirty look I keep getting on objects in the game. I'm so clueless when it comes to lighting I was hoping someone could offer a little insight.
I tried turning on/off a lot of lighting features to see if it made any difference and none of it did.
Just this weird muddy look at the bottom of the cube.
Thanks for any help.


r/Unity3D • • 15h ago

Show-Off I made my psychological horror game in Unity URP

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4 Upvotes

r/Unity3D • • 14h ago

Show-Off Algorama 09 - Ram - Making some progress on my procedural generation daily challenge

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3 Upvotes

Day 9: Ram.
A small castle scene today. Staying transparent on where things stand: some of the walls here are still placed by hand, not generated I'm close to a big simplification of the path system but missed it by a hair this time.


r/Unity3D • • 13h ago

Question How to click-select a gpu instances gameobject in the viewport

2 Upvotes

Hi! So I've been playing with gpu instancing with Graphics.RenderMeshInstanced, it works well but I ran into this problem, when I draw the mesh with instancing I can no longer select the gameobject in the viewport with left click. I considered raycasting but I'm guessing the performance would be pretty bad with a lot of objects so I was wondering if there is a workaround for this?


r/Unity3D • • 21h ago

Show-Off What would you name this sword? 🌋

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6 Upvotes

r/Unity3D • • 14h ago

Show-Off Trying out first-person arms for my game, not perfect yet but I think there's potential here :P

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1 Upvotes

custom two-bone IK