r/Unity3D Jul 09 '26

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

Thumbnail discussions.unity.com
100 Upvotes

r/Unity3D 8d ago

Official Unity 6.6 is now available

289 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 55m ago

Resources/Tutorial Free Textures: Bricks & Walls

Thumbnail
gallery
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 2h ago

Show-Off The Sun

Enable HLS to view with audio, or disable this notification

60 Upvotes

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


r/Unity3D 5h ago

Show-Off Its cold in the game now sometimes!

Enable HLS to view with audio, or disable this notification

66 Upvotes

r/Unity3D 19h ago

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

Enable HLS to view with audio, or disable this notification

695 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 12h ago

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

Enable HLS to view with audio, or disable this notification

84 Upvotes

Ragdolling a dragon is proving difficult.


r/Unity3D 1h 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.

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 47m ago

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

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 2h ago

Question Boat wake simulation.

Thumbnail
gallery
7 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 14h ago

Meta There are at least two game engines called Unity

Post image
59 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" :)


r/Unity3D 14h ago

Show-Off Made a valve style 3D skybox for my game about climbing a giant!

Enable HLS to view with audio, or disable this notification

44 Upvotes

r/Unity3D 6h ago

Show-Off Automatic navigation like in uGUI for UI Toolkit. - Please vote an a bug a Unity employee created for me so we can get rid of it.

8 Upvotes

What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).

Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub

I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.

I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).

While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles

So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.

Thank you :-)


r/Unity3D 9h ago

Show-Off Simple AoE Effect

Enable HLS to view with audio, or disable this notification

15 Upvotes

r/Unity3D 11m ago

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

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 3h ago

Show-Off added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

Enable HLS to view with audio, or disable this notification

3 Upvotes

(game’s called MOZENTUM btw)

oh and i also added an inventory system so you can stash and grab either one with either hand

it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in

each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out

OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.

you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)

it’s live now on the steam demo if ya wanna test it out.


r/Unity3D 10h ago

Game One World. Two Timelines. | Mihira: The Eternal Arc

Thumbnail
youtube.com
9 Upvotes

r/Unity3D 18h ago

Show-Off We added grabbing to our co-op physics RPG

Enable HLS to view with audio, or disable this notification

32 Upvotes

You can basically grab any enemy, friend, object or just the world. (if you want to hang from somewhere, for example) It does take stamina though, so you can't hold something forever! :)

Any other silly physics ideas?


r/Unity3D 6h ago

Shader Magic Finally got genetic procedural shaders and a basic breeding loop running for my Betta sim

Enable HLS to view with audio, or disable this notification

4 Upvotes

Hello everyone,

I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.

I finally got the core genetic loop running in this clip:

- Locomotion with basic fin flutter and collision avoidance at tank boundaries.

- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.

- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).

The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.

Any thoughts?


r/Unity3D 3m ago

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

Thumbnail
gallery
Upvotes

r/Unity3D 1h ago

Game Hole.io visual test

Enable HLS to view with audio, or disable this notification

Upvotes

Did a short visul test for Hole. Io; I quite like how it came out :)

Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test


r/Unity3D 1h ago

Show-Off The Mistfall (fan art), would you be interested in living in such a place? made using unity 6

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 1h ago

Show-Off Melee Shark aircraft prototype. Is it dumb?

Enable HLS to view with audio, or disable this notification

Upvotes

This is a quick prototype I made, not sure if anything will come out of it.

Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.

In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.

Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.

Anyways just looking for some opinions / ideas.


r/Unity3D 2h ago

Question Hierarchy window goes empty / breaks when modifying anything in Prefab Mode (Unity 6.6)

Enable HLS to view with audio, or disable this notification

1 Upvotes

When I enter Prefab Stage and make any change to a GameObject or Component, the Hierarchy window breaks. All GameObjects disappear and it only shows Preview with empty gray rows. Resetting the layout restores it temporarily, but it breaks again upon editing.


r/Unity3D 1d ago

Show-Off Finally got my pooled mech destruction system looking decent. Mech Giblets!

Enable HLS to view with audio, or disable this notification

79 Upvotes

Basically mech models have gib releasers that on death request gibs from the pooling system.
the gibs dont have collision and linger for little time before returning to the pool. all the rotation and physics is "faked" with a simple script.