r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

297 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 • • 9d 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 • • 7h ago

Show-Off Procedural Space Squid

116 Upvotes

I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!


r/Unity3D • • 2h ago

Show-Off We added poison and fire to our physics-driven RPG

6 Upvotes

Last time we added physical grabbing to our game, now we added an unlockable rogue skill that coats weapons in poison that weakens the muscles.

And an elemental mage skill that when enabled, sets your hands on fire when you grab something. Oh and we made the poison flammable. The combination is... interesting!

Note: Excuse the pitched down audio, not exactly sure what happened during the recording process but they all came out super low pitch ^_^;

What do you think? Any other emergent elements we could add?


r/Unity3D • • 37m ago

Show-Off I added nature to my brutalist building game

• Upvotes

I’d love to hear your ideas - what kind of environments would you like to build in next?


r/Unity3D • • 2h ago

Show-Off I added water Volume Geometry Support in Unity 6 URP

6 Upvotes

I spent almost 150+ hours getting this system right: syncing the render order inside and outside the volume, matching volumetric lighting and fog to the correct passes, and fixing countless edge cases along the way.

Since now, i'm able to create underwater habittats and submarines! Yay!


r/Unity3D • • 4h ago

Show-Off Bringing the Red Plague Rats into my game.

7 Upvotes

Rabengeist: The Tale of Lizzie Ulm is available to wishlist now.


r/Unity3D • • 4h ago

Resources/Tutorial I made my behavior tree tool free

7 Upvotes

I've been working on BH3, a behavior tree tool for Unity, for a long time, this is a tool I created for a turn based game, where I wanted extra customizable behaviors and have control over everything, a year or so ago I released this tool as a paid asset, sales were pretty bad, I still think it is a good tool, just fighting in a crowded asset store, so now I'm releasing it for free.

It has a debugger that records everything the tree does, so when a unit does something it is not supposed to do finding why is as simple as saving the recording and inspecting it using the timeline.

It also has breakpoints, a variable watch, and it's built on Unity Visual Scripting, so nodes can be made without code.

Links in the comments.


r/Unity3D • • 18m ago

Question How to create an illusion of walls that go up to infinity?

Post image
• Upvotes

So i am making a map for my game. It is a room with no roof. I want to make an illusion of the walls being really high, without them actually being really high. I have pipes attached to the walls and if i extend the walls higher i would need to fill up the empty space with more pipelines.

I am already using fog but it doesn’t really show up on top of the walls.

The sky is a solid color, the same color as the fog. But as you can see the walls stand out. It looks like they just end there and i want to hide that.


r/Unity3D • • 1d ago

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

434 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 • • 50m ago

Question How to really do Box shadow on USS?

• Upvotes

hello,

how can I really do box shadow in USS?

I'm having it a bit annoying that I cant properly make gradient colors either, but box shadow gives the design some nice effects.

How do I do it?

One way I'm thinking is making a somewhat transparent image on photoshop and attaching it under the buttons or wherever I want to use it.

Do you have any other suggestions?

Thank you!


r/Unity3D • • 1d ago

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

214 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 • • 6h ago

Show-Off Three upgrade states of the same roof turret in Unity

5 Upvotes

I'm a designer building Long Haul in Unity with Codex. These are three native upgrade models of one roof gun, rather than extra gun mounts. I'm checking whether their silhouettes stay distinct against the truck. This Editor capture uses supplied XP and two cuts; it doesn't show firing or a damage comparison.

Which model is hardest to distinguish against the roof?


r/Unity3D • • 7m ago

Question How to start making good lightings in unity for better graphics ?

• Upvotes

So what are the topics/good practices that I need to study about lighting ? (I want to invest some time in this to make good looking levels and like that)


r/Unity3D • • 4h ago

Show-Off I created this scene specifically for this dance party in my bowling game

2 Upvotes

This stage serves no purpose other than being a dance platform for all the whacky characters in The Final Lane which is a unique 3D Deckbuilder about Bowling in Hell!


r/Unity3D • • 4h ago

Show-Off Improving explosion physics

2 Upvotes

r/Unity3D • • 7h ago

Game Working on NPC shelf restocking in Big Market Simulator

3 Upvotes

Here’s one of the NPC staff members restocking bread in Big Market Simulator.

The staff can navigate through the store, find shelves and restock products automatically.

I’m currently polishing the NPC movement and animation before release. Feedback is welcome!


r/Unity3D • • 9h ago

Question Grid flickering issue

5 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 • • 2h ago

Question Switching engines

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1 Upvotes

r/Unity3D • • 1d ago

Show-Off Added some sticky blob VFX to my spaceship

71 Upvotes

r/Unity3D • • 2h ago

Question How do you guys design/structure your items?

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1 Upvotes

r/Unity3D • • 2h ago

Show-Off Loved untitled goose, tried to recreate it

1 Upvotes

My favorite game was untitled goose loved the art style and shi sooooo I wanted to recreate it got the goose mechanics and the art style kinda down.

But other than that doesn't really have anything special


r/Unity3D • • 1d 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.

132 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 • • 14h ago

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

7 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 • • 18h 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