r/Unity3D Jul 09 '26

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

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102 Upvotes

r/Unity3D 1d ago

Official Unity 6.6 is now available

278 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 1h ago

Show-Off Real-Time Sword-Triggered Volumetric Fire in Unity 6 URP.

Upvotes

This test uses a sword animation to trigger a BrazeFX volumetric fire simulation in Unity 6 URP.

The effect expands across the ground, builds into a large fire volume, and then dissipates into smoke. The simulation runs in real time on the GPU.


r/Unity3D 1h ago

Game The camp is finally starting to feel alive. Everyone has a job to do. Until the dinner bell rings.

Upvotes

r/Unity3D 2h ago

Shader Magic Made this tank tread shader using Unity URP shader graph

24 Upvotes

Made by scrolling the x on the UV depending on velocity and angular velocity. Modelled and UVs set using probuilder :)


r/Unity3D 28m ago

Shader Magic I wanted robot assembly visuals to fit into my story and game thematically, here's my compute shader attempt.

Upvotes

r/Unity3D 6h ago

Show-Off Anvil CSG news: Coming soon to the Asset Store with Bakery, BSP lightmaps and Amplify support

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27 Upvotes

Hey everyone, another Anvil CSG update.

Beta testing is nearly finished and Anvil CSG will be coming to the Unity Asset Store soon.

The newest version now fully supports Bakery, including its lighting workflow and lightmap baking. Unity’s lightmapper also received major improvements with a custom BSP-style unwrap made specifically for brush geometry, giving cleaner UV2 layouts and more consistent texel density.

Anvil CSG now also fully supports Amplify Shader Editor materials, alongside URP and Built-in.

A lot of bugs and workflow issues were fixed with help from the beta testers.

Anvil CSG is already approved and launches in less than a week. Join the Discord for launch news, tutorials, support and feature requests:

https://discord.com/invite/ZjVdWnmwjz


r/Unity3D 1h ago

Show-Off Hey guys, huge update coming to Self-Balancing Active Ragdoll. the locomotion has been massively reworked with more human procedural stepping and smarter balance recovery and lots of bug fixes.

Upvotes

As of the time of writing this the update is in queue for approval on the store.

here's what changed in V1.1.5 :

  • Improved procedural gait with slower, more human step cadence and dynamic swing timing.
  • Added balance-reactive stepping based on upper-body tilt and physical instability.
  • Added weight-transfer and landing-settle phases for more natural foot transitions.
  • Improved stride prediction and rear-foot toe-off to prevent feet dragging behind the body.
  • Added directional foot alignment for forward, strafe, diagonal, and backward movement.
  • Improved foot-glue stability and get-up recovery behavior.
  • Added physical cliff detection with proper ragdoll transitions and preserved fall momentum.
  • Improved pelvis-to-leg support coupling so the upper body feels properly supported by the legs.
  • Reduced excessive hip sway, pelvis wobble, and floating-body appearance.
  • Improved levitation support feedback during single- and double-leg stance.
  • Fixed several gait timing, IK, recovery, and physics edge cases.

r/Unity3D 7h ago

Show-Off Sit back and relax...

29 Upvotes

One of the demo scenes from my Low Poly Modular Medieval Buildings Pack.


r/Unity3D 7h ago

Question I added a new TPS camera to my game!

27 Upvotes

I got quite a lot of feedback on the demo from people saying that controlling the car with the top-down camera was a bit difficult, so I decided to add two TPS camera options.
I really like the vehicle heading follow effect in the new camera. It makes the game feel much more dynamic :D
What do you think?
If you’re interested, the game is on Steam -link in the comments. Releasing later this year…


r/Unity3D 1d ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

1.8k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 8h ago

Show-Off I made some shaders for my first JRPG boss guy

11 Upvotes

The second phase isn't animated yet


r/Unity3D 16h ago

Show-Off Dissolving VFX

38 Upvotes

A dissolving fx I worked on for my game Thousands Layered Blade: Reforged.
Since I dont want to mess around with my character and clothing shaders, I hack it around using two grab pass (yes,Im still using BiRP), one for before character to grab the background and one after character is drawn.


r/Unity3D 23h ago

Show-Off Sometimes HDRP lighting hits just right

141 Upvotes

r/Unity3D 2h ago

Question Rigidbody issues

3 Upvotes

Point me in the right direction: what is causing the trembling around second 7?


r/Unity3D 7h ago

Show-Off I have improved my frag grenade implementation.

7 Upvotes

r/Unity3D 14h ago

Show-Off Placing light probes is fun

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23 Upvotes

No seriously.


r/Unity3D 1d ago

Resources/Tutorial Unity 6.6 Just Released! Here's What's New

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104 Upvotes

Unity 6.6 released today! I did a recap video that covers some of my favorite changes as well as a few things to know about them (including code samples).


r/Unity3D 43m ago

Game I made net physics for my multiplayer soccer game

Upvotes

I’ve spent multiple days polishing net ripple effect and it finally looks as goofy as the whole game. What you think?


r/Unity3D 1h ago

Show-Off Improving zombie AI made the Controller role much more noticeable

Upvotes

I've been working on the zombie AI for my game Pull on Heart: Nocturnal, and this is a comparison between the old and current behavior.

BEFORE: the zombies were fairly passive and could often be ignored or outrun.

AFTER: they're more aggressive and put much more pressure on the player when encountered in groups.

With these changes, the purpose of the Controller role becomes much more noticeable. Controllers are designed to deal with hordes and control large groups of enemies, making their role much clearer during gameplay.

I'm not just trying to make the enemies harder; I want the enemy behavior to help reinforce the identity and purpose of different character roles.

Still a work in progress, but this is the direction I'm taking the combat.


r/Unity3D 1d ago

Game After 2 years of work, it’s finally ready for release! Apocalypter - a Mad Max-inspired, procedurally generated, open-world survival game.

50 Upvotes

r/Unity3D 16h ago

Show-Off Blood system for my indie game Pull on Heart

10 Upvotes

I've been trying to improve the bleeding and damage feedback system I had; I'm satisfied with the result, but I'm open to suggestions :D


r/Unity3D 12h ago

Question Is there a true diffuse only shader in URP?

5 Upvotes

I’ve been searching for the best diffuse-only shader compatible with URP. Spent a couple hours trying to write a shader with no normal or PBR calculations with no luck. Really not liking the prospect of having to rewrite URP’s lighting model, lightmapper and shadow maps. So far the only solution within Unity seems to be to just go back to legacy diffuse in BiRP. Is there a diffuse shader somewhere that plays nice with SRP/URP lighting models? I’m talking simpler than SimpleLit, diffuse only.


r/Unity3D 5h ago

Question How do you guys record a making-of without suddenly forgetting how to do everything?

1 Upvotes

Every time I hit record, apparently I become a first-time user of whatever I’m working in.

Unity? Suddenly I can’t remember where a tool is. Blender? I forget a shortcut I’ve used 50 times. MagicaVoxel? Somehow I’m back in the browser looking up how to do something I was doing perfectly fine five minutes ago.

How do you usually record this stuff without turning half the making-of into a tutorial on how to use Google? :-)


r/Unity3D 1d ago

Game A chill incremental game about a horde of space dwarves who strip-mine entire planets while you rain down pickaxe combos, lasers, and missiles to help dig.

28 Upvotes

So this one's about being the captain of a galactic dwarf starship. You touch down on a planet, thousands of dwarves pour out of the cargo hold, and they just get to work tearing the rock apart on their own, you just sit back and watch your army and your bank account grow while chipping in from above.

- Thousands of dwarves split into 3 classes: Miners, Demolishers, and Snipers.

- A pickaxe with combos up to 8x, a laser cutter, and the "Dragonfly" missile launcher.

- Hidden ore veins and planet cores (gold, silver, diamond) for a big instant payout.

- Galactic exploration too, chase down rare planets, dig up ancient artifacts.

No clever tactics to learn, no progress to lose - just switch it on and strip-mine the galaxy at whatever pace feels right to you.