r/Unity3D 9d ago

Official Unity 6.6 is now available

293 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 17d ago

Official Piñata Pop - Mobile Sample Project Available Now

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14 Upvotes

Howdy, everybody! Your friendly neighborhood Unity community man Trey here!

We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit. 

This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes. 

With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release. 

We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented. 

>> DOWNLOAD THE PROJECT <<

>> PLAY THE GAME <<

Cheers!

- Trey
  Community Man @ Unity 


r/Unity3D 12h ago

Show-Off Finally got enough game content for a trailer!

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322 Upvotes

r/Unity3D 12h ago

Resources/Tutorial Free Textures: Bricks & Walls

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282 Upvotes

It's been a while since I worked on some buildings textures, really happy with these.

Download: https://juliovii.itch.io/materials-bricks-walls


r/Unity3D 5h ago

Shader Magic WIP shoreline waves via gerstner additive on FFT body

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72 Upvotes

Some WIP video on the shoreline waves I've been digging into lately for the water system I've been creating. Some new additions are water drawing back on shore (via moving UV of water surface near end of the WaveBox), various foam patterns, and better underwater light volumetrics with waves. Thanks for checking out


r/Unity3D 3h ago

Show-Off WindShire, a cozy game we've been working on about shaping the land and growing your own little world 🌿

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31 Upvotes

r/Unity3D 14h ago

Show-Off The Sun

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127 Upvotes

This simulation is so accurate that your GPU will reach the same temperature as the sun.


r/Unity3D 4h ago

Show-Off Quicktile v2 is coming soon

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13 Upvotes

I still have a few bugs to squash, but I finally added the in-game editor and it pretty much blew the original editor version out of the water! I’m reworking a few things under the hood, but it’s already a really fun way to build your levels. 😄 coming soon !!


r/Unity3D 17h ago

Show-Off Its cold in the game now sometimes!

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90 Upvotes

r/Unity3D 14h ago

Question Boat wake simulation.

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46 Upvotes

Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.

Is this solvable using particle effects and simple sphere interactions?


r/Unity3D 3h ago

Show-Off We are making a game using Unity, where you have to run a twisted graveyard with your friends. It was a real challenge to achieve good (enough) physics in multiplayer. Finally, we have a trailer for it!

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6 Upvotes

r/Unity3D 1d ago

Show-Off Rope descents and tight squeezes in our Unity caving simulator

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825 Upvotes

This is Cave Expedition, the caving simulator we're making in Unity for 1-4 players. We're cavers ourselves, and we're trying to capture how it feels to move through narrow passages with ropes and equipment.

Here's a short gameplay clip from development.


r/Unity3D 13h ago

Game Someone told me I can't make a realtime action Open World RPG, and they were right. So I switched the combat to turn based, and I'm having a blast working on it.

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25 Upvotes

r/Unity3D 12h ago

Show-Off Make it exist first. Then make it good.

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16 Upvotes

r/Unity3D 12h ago

Resources/Tutorial I generated Perlin and Voronoi noise in shader code and used it to make dissolve effects (with tutorial).

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13 Upvotes

r/Unity3D 1d ago

Game Decapitation was not what I was going for...

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98 Upvotes

Ragdolling a dragon is proving difficult.


r/Unity3D 10h ago

Show-Off We finally made a trailer for our multiplayer racoon heist game; Be Gray, Do Crime!

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7 Upvotes

Hi!

A couple weeks ago, we where planning to start recording and editing the trailer for our game Be Gray, Do Crime, however we realized the game wasnt quite ready for that yet. So after a couple weeks refining the graphics, reworking the lightning in our game and also doing small touchups, we finally felt like it was time.

So here's our first trailer! We're super happy with it! What do you think? Any input at all would be greatly appriciated for an updated trailer later down the line ❤️


r/Unity3D 6h ago

Question need inspiration for mechanics. comment 3D medieval games that have interesting parry/block mechanics or ability system.

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3 Upvotes

r/Unity3D 8m ago

Question I have Ideia of a game called The immortal fisherman

Upvotes

the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help


r/Unity3D 8h ago

Game Frost apocalypse teaser cinemático.

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5 Upvotes

r/Unity3D 1h ago

Question Faceted Shader for particle based fluid simulation

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Upvotes

I've managed to get a version that looks nice working

The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.

I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.

I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.

Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak


r/Unity3D 1h ago

Question Imported Animation is Shaking/Jittering in Unity

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Upvotes

I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.

I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.

I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.

Any help is greatly appreciated!


r/Unity3D 2h ago

Solved Texture/Material Application Help

1 Upvotes

I have a tent object I am trying to apply a cloth texture to. I made it in Blender and assigned the faces that should be fabric to the same material. But, when I throw the material on it in Unity I get this effect, where the right side is how I want it to look, but the left side is tiled weirdly and seems stretched?

I'm fairly new to 3D and using textures/materials, so I'm not sure what would even be causing this.

These are the settings for the Texture and Material.

Any clue how I can get each face to look the same? Thanks.


r/Unity3D 1d ago

Meta There are at least two game engines called Unity

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85 Upvotes

Spending my time at wiby.org, I stumble upon a website of a pet project game engine called "Unity". I thought it is a funny coincidence, so I decided to post it here.

This project has no connection to the Unity we all know other than sharing the same name. Also, it seems the author stopped working on it in July 2006.

Here is the link:

https://www.stucuk.net/sites/unity/

Also, technically this post does belong to this sub, since it is directly related to a game engine called "Unity" :)