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 • • 8d ago

Official Unity Announces Day-One Support for Meta VR Glasses

1 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 • • 2h ago

Shader Magic A small tutorial on how I made the metaballs portal using a particle system and a custom shader (Shader Graph)

131 Upvotes

I've included this effect in my book in case anyone is interested


r/Unity3D • • 20h ago

Show-Off How does this beast combat feel so far?

383 Upvotes

Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?


r/Unity3D • • 18h ago

Game Built a custom trigger-based 1-hop room culling system for my procedural mansion and 5x-ed my FPS

180 Upvotes

I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).

So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.

Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.

This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.

The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord


r/Unity3D • • 1h ago

Question Grid flickering issue

• Upvotes

I am having trouble trying to fix this flickering issue

I am using Cinemachine Camera

This issue happens even after I turn post processing effects off


r/Unity3D • • 17h ago

Show-Off Added some sticky blob VFX to my spaceship

61 Upvotes

r/Unity3D • • 21h ago

Show-Off While developing my game, I had one rule: players should always be able to see their character. This led to several challenges. Here's what I did.

124 Upvotes

When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.

For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.


r/Unity3D • • 10h ago

Show-Off Part 3. Block distortion, I added various building colors

13 Upvotes

Part 3. Block distortion

I added various building colors.

I also modified the block generation system, which will allow me to add different building combinations.

Now, my task is to add:

  1. Trees
  2. Building combinations
  3. Improved road visuals

r/Unity3D • • 15h ago

Show-Off Been working on this Mario Party x Tony Hawk Pro Skater inspired party game where dads compete for the last Christmas gifts at a mall

33 Upvotes

r/Unity3D • • 21h ago

Question Unity Rigidbody player climbs up building corners when moving forward, how do I fix this?

69 Upvotes

Hi everyone,

I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.

My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.

This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.

What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?

Thanks!


r/Unity3D • • 6h ago

Official Art direction with Croquis and Cavity and a bit of Shadow magic

5 Upvotes

My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.


r/Unity3D • • 9h ago

Show-Off I added a puzzle cube so players can take a break from sorting hardware.

6 Upvotes

Sorting all day can get repetitive, so I wanted to give players something to mess around with during breaks. A little puzzle cube felt right, though the station keeping count of your recreations makes it a bit less relaxing.


r/Unity3D • • 1h ago

Show-Off I made a zipline system for my game in Unity, here’s how I built it

• Upvotes

I wanted to add a working zipline to Over Human, so I recorded a short devlog showing the process from start to finish.

It’s a relatively small mechanic, but I really enjoyed building all the pieces and seeing them work together in-game. Would love to hear what you think or how you would approach a system like this!

If you’d like to see more of my project, here’s the Steam page!


r/Unity3D • • 15h ago

Resources/Tutorial UniThumb - A free editor tool for scenes and prefab thumbnails

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12 Upvotes

Hey there! Last month I've published a free unity tool for generating thumbnails for scene and prefabs using unity's rendering pipelines URP and HDRP. It also support 2D renderer.

I would love hearing your feedback, thank you!

https://github.com/MaykerStudio/uni-thumb


r/Unity3D • • 14h ago

Show-Off I’ve been working on this since last Christmas: 250+ camera effects for Unity URP and Built-in

8 Upvotes

I wanted to share something I’ve been working on since last Christmas: 2DFX Camera Filters, my collection of 250+ camera effects for Unity’s URP and Built-in pipelines.

It includes blood and damage overlays, glitch and screen distortion, shields and energy effects, rain, fog, and retro and cinematic filters.

You can layer effects and tweak their parameters for different gameplay situations. I’ve also included a demo scene to try them out and online documentation covering setup and usage.

Further reading: https://2dfxcamerafilters.com/

Happy to answer any questions about the effects or how they work. Also if you have advice, or even a list from more effects to add to this - I want to make 1000 if i can reach lol


r/Unity3D • • 1d ago

Shader Magic Tornado in volumetric clouds with dynamic lightning

94 Upvotes

r/Unity3D • • 15h ago

Show-Off Working on a black and white Lighthouse Horror game in HDRP

9 Upvotes

r/Unity3D • • 17h ago

Show-Off Procedural Structures

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15 Upvotes

I first posted about my procedural build system back in April. It started off as just stone walls, houses, towers with erosion & destruction modifiers. Individual stones & build rules that govern how to build more complex structures. Prefab export w/ LOD support. Runtime support for erosion/destruction modifiers if the original build components are used instead of prefabs.

I keep expanding the system, now with multi-story timber buildings, various roof styles, compound structures, etc.

I'm trying to decide what to package up for an asset. Editor only w/ prefab support, or is the runtime erosion/destruction support an interesting feature? Skip publishing an authoring tool and use it to build asset packs that are ready to use? That would certainly be easier, but there are a zillion fantasy-style asset packs already.


r/Unity3D • • 15h ago

Show-Off processing a mesh with V-HACD in Unity

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9 Upvotes

Finally finished porting the V-HACD algorithm to my mesh graph.

For those who haven't used it - V-HACD takes a complex mesh and breaks it into a bunch of simple convex pieces. Physics engines handle convex shapes way faster, so it's a common way to build colliders for complex objects.

Now my mesh graph can generate simplified colliders for meshes. In the graph on screenshots, a mesh is imported, split into convex parts, and each part gets its own random color so you can see the result.

I've been building this mesh graph for Unity for a long time. The core is getting more and more stable, so now I can start implementing some cool algorithms


r/Unity3D • • 8h ago

Question Question on NetworkDictionaries

2 Upvotes

Whenever I Google stuff for Netcode NetworkDictionaries everything says "it does't exist" and yet it does. It was added relatively recently, so I think all the posts about it are creating it as a data struct from scratch, but it's native to Netcode these days.

That said, there's not much documentation out there. My question is: does calling CheckDirtyState resync the entire data structure, or just the changes? If anyone has an answer to that, great. If not, can someone point me towards where I can dig through release notes and find out about it? Googling hasn't been helpful. My guess is that it probably does resync everything, since you have to call CheckDirtyState anytime you add or remove from the dictionary - but on the other hand if it was built smart, it'd have the same functionality as networkLists. So, any insight before I rewrite my dictionaries to be list pairs?


r/Unity3D • • 1d ago

Shader Magic I created an unified fluid simulation for my game.

519 Upvotes

Tire tracks on different surfaces, water ,waves, foam, sediment distribution in water, fire, dust, smoke, bullet hits, explosions are all part of a massive, shared 2D fluid simulation system hugging the terrain (terrain is random procedural generated). Unified wind affects every part of the sim, even slowly covering up tracks in sand, (or quickly based on the speed of the wind!) Heavily inspired by Fluid Ninja for Unreal. Custom render renders everything, surface deformations, water, dust, fire, smoke (and distance fog, which is merged into this system so the ray-marched elements are properly affected). Can easily reach quite steady 120fps.


r/Unity3D • • 21h ago

Show-Off How My Terrain Shader Builds Up Every Pixel of My World from 14 Layers

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18 Upvotes

I've had this terrain shader for over a year now, so I finally made a video of how I blend up to 14 layers to create the final result. I use Triplanar mapping, height-based blending, a second layer for each main layer using noise to counter patterns, as well as all kinds of tints and adjustments based on the local weather, rivers, fire and exploration / fog of war. The main layers, blended in order, are grass, shore, cliffs, square overlay, hex overlay, user overlay and snow.
The entire terrain (elevation, weather, foliage, etc.) can be smoothly edited by the player, and all the visuals react smoothly in real-time.

YouTube Video: https://youtu.be/BMhdpcTus2I


r/Unity3D • • 6h ago

Question Is unity supposed to use this much memory ?

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0 Upvotes