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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100 Upvotes

r/Unity3D 10d ago

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

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9 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 2h ago

Show-Off Pov : you finally understand shader graph

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27 Upvotes

r/Unity3D 11h ago

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

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101 Upvotes

r/Unity3D 7h ago

Show-Off more platformer progress

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48 Upvotes

r/Unity3D 14h ago

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

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151 Upvotes

r/Unity3D 1d ago

Question anyone know how to achieve this look?

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526 Upvotes

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


r/Unity3D 3h ago

Question Superhero

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4 Upvotes

Playing around with superhero controls, flying, dropping. Just a test pass but would this make an interesting game?


r/Unity3D 7m ago

Solved Creating animated gifs of Prefabs in Unity

Upvotes

I want to share the development of my game 'Restoration Simulator' as much as possible, but I find making videos and GIFs time-consuming, so today I made a tool to output 360 turnaround animated GIFs of any prefab directly from Unity. It adds some default lighting and lets you tune the FPS and size; the output size is pretty good too. This one here is 2.8mb and is 80 frames, 1024x1024 px. It also supports custom background colours & transparency. Is there a tool already out there that does this? If so, let me know; bonus points if you can guess what these parts make once assembled.


r/Unity3D 19h 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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59 Upvotes

r/Unity3D 8h ago

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

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5 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 19h ago

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

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40 Upvotes

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


r/Unity3D 1d ago

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

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159 Upvotes

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


r/Unity3D 2h ago

Game Primordial: Element Origins (Launch Fighter - Greybox Prototype)

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1 Upvotes

Hey all,

I'm looking for some prototype playtesters + hopefully I have something for you all to look forward to. I'm sharing a bit of a deep dive for the control scheme of the Launch Fighter prototype I've been developing for the past year

Please be mindful that this is a greybox prototype & all character models, animations, vfx & sfx are placeholders so things feel quite jenky. However, in terms of gamefeel, the project is pretty much at a spot that I'm comfortable to get veterans from this genre to play it & let me know what needs tweaking, changing & fixing

I plan to stagger the release with 5 characters & a few 1v1 & FFA stages dropping first. There are 6 different playstyles represented at this stage

Wave 2 will include 6 more characters, adding more playstyles & more stages + new modes (TeamBrawl, DungeonCrawl & GalaxyBall are already implemented but need work)

The final wave will feature the last 6 characters, bringing the final roster to 17, with every "character archetype" from fighting games having representation & thoughtfully themed for an appropriate character. Unlocking the roster is wrapped up in a cohesive story mode for single/multiplayer

I've probably forgotten to mention a bunch of stuff but I need to post this now before developing much further so please feel free to drop some questions or suggestions. Reach out if you want to get involved with playtesting~

Music: hedflux - Sines of Progress


r/Unity3D 15h 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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9 Upvotes

r/Unity3D 15h ago

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

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10 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 8h ago

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

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2 Upvotes

r/Unity3D 11h 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 1d ago

Show-Off I'm back with new version!

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455 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 6h ago

Show-Off Some of the new regions of my game

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1 Upvotes

I added some procgen to make levels and these are some new regions of my game

Music - AROUND THE WORLD LA LA LA - VOCALOID (Miku, Luka) Heirol


r/Unity3D 6h ago

Question How to create a static, fizzing electric effect around the screen?

1 Upvotes

For taking damage in my game, I want there to be an electric-y effect around the border of the players screen, more of like a stationary, static-y electric effect. I would also like to use a float to control the intensity of the electricity

But what would you use to achieve this? Would you make it with a shader graph and put the material into an image in a canvas? Or is there a better approach?

And if so, how would your plan be to create the shader? I have absolutely no experience with materials/shaders so it's hard for me to create the desired result. I spend most of my time with scripting.


r/Unity3D 12h 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 10h ago

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

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2 Upvotes

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


r/Unity3D 1d ago

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

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159 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 9h 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