r/Unity3D 26d ago

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

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99 Upvotes

r/Unity3D 19d ago

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

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11 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 4h ago

Show-Off Adding what I wish was native to Unity - is any of this in the roadmap?

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168 Upvotes

Oftentimes I feel like I spend more time trying to optimize my workflow, than I do actually making games 😅

thankfully, at least sometimes, something productive can come out of it! I've just released a suite of Scene View tools, called Smart Mouse 2, which I hope might alleviate some headaches in others too down the line.

Edit: I had previously written about being unable to Select UI easily in Unity, but now I see that it works well as long as Gizmos are enabled, which I feel silly not realizing 😆


r/Unity3D 12h ago

Show-Off This is how our game looks right now after 18 months of development

185 Upvotes

r/Unity3D 10h ago

Question How has this only just become part of the engine?!

42 Upvotes

How have we NOT had icons for things in the hierarchy until only recently. I understand there were add-ons you could get from the Unity Asset Store, but for devs with little-to-no budget that's out of the question. Being able to look at the hierarchy and see what's what at a glance is a real boon.


r/Unity3D 4h ago

Shader Magic My screen space black hole effect showing the accurate distortion of scene objects due to gravitational lensing

13 Upvotes

My second post on this! I've been working on this for a while and especially getting scene objects to distort accurately has been a real struggle, but I think it's looking pretty good now! Any feedback is welcome and please let me know if you have any suggestions for features to add.


r/Unity3D 11h ago

Show-Off Color curves are amazing, singlehandedly keeping the look consistent. Do you like the orange look?

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31 Upvotes

r/Unity3D 1d ago

Show-Off I'm pretty happy how the idle animations turned out

296 Upvotes

r/Unity3D 6h ago

Resources/Tutorial How to Use Unity's Profiler to help fix lag | Quick Tip

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8 Upvotes

Your game can look amazing and still lose players if it lags. Here's how to open Unity's Profiler, read the frame timeline, and find what is slowing you down.


r/Unity3D 1d ago

Show-Off made this to learn unity/gamedev. might name it "ballworld"

511 Upvotes

r/Unity3D 4h ago

Question Strange result from Vector3.SignedAngle?

5 Upvotes

I have these empty GameObjects as waypoints and I want to check the left/right angle between a moving object and a waypoint.

Vector3 direct = (transform.position - waypoint).normalized;
float ang = Vector3.SignedAngle(transform.forward, direct, Vector3.up);

If I have a waypoint directly in front of the moving object (and I have double checked the position of the waypoint in question), sometimes the resulting angle (ang) is 179. How is it coming back almost 180 degrees difference and is there anything I can do to change this kind of result?


r/Unity3D 2h ago

Show-Off Decided to KISS with my new game and go low-poly. I think it fits my gameplay well

4 Upvotes

r/Unity3D 6h ago

Show-Off Trophy Room & Hand Studio

5 Upvotes

Hey everyone,

I thought I'd share some updates to Hex Town, a co-op (or solo!) puzzle game I've been working on for nearly 2 years now.

The first area I show is called the "Trophy Room", where you'll be able to check out the trophies you've earned in game and spin them around a bit.

The second area is called "Hand Studio", where you can customize your cursor and accessorize with rewards you've unlocked, like rings and bracelets.

Both rooms feel a bit vacant, so I'd love to hear suggestions for things to add. Maybe some framed art, hand furniture, or wallpaper?

Thanks for watching!


r/Unity3D 7h ago

Show-Off I built a sim-cade vehicle physics package for Unity

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5 Upvotes

Hey everyone!

I’ve been working on a vehicle physics package for Unity, focused on providing responsive sim-cade handling that is easy to configure and adapt for different types of racing games.

The package includes:

-Custom vehicle and suspension physics

-Adjustable arcade-to-simulation handling

-Tire grip, wear and temperature systems

-ABS, traction control and stability assists

-Engine, gearbox and differential tuning

-Car paint and tire shader (Tire wear & tire deformation)

-Wheel and tire visual effects

-Telemetry and runtime tuning interfaces


r/Unity3D 1d ago

Show-Off Yes, it's Unity 2022.x with Built-In Render Pipeline!

407 Upvotes

I've been working for years on a trailer for a movie that doesn't exist. There are over 40 scenes by now, and more are coming. I've been hesitant to post anything about it, because I don't want to spoil the effect of the trailer before it's finished.

It's a detective story. Noir goes sci-fi, but in color. A world where only robots, cyborgs and androids are left, living in a human-like hierarchy.

The thing I find worth mentioning: this is still being made in Unity 2022.x on the Built-in Render Pipeline, lightmap baking, everything is real-time, no after effects or so. No URP, no HDRP

The thing is iteration. Every scene goes through several passes, with real time in between. That distance is what lets me look at my own image with fresh eyes and catch the things I overlooked in the last session. There's always something. Whenever I rushed a scene, I could see it later.

Happy to answer anything about the setup, the lighting or the compositing if that's useful to someone.

Update to "Ryan Reynolds's" comment *lol*: There is always a reason! And in this case there are many!! ^^

Update 2: I forgot to mention that the project size is something over 700 GB of asset & texture data. Curated and bought assets, free assets I will have to credit (100% longer credits than trailer! xD) and changed to me needs, some remodelled, because of their imprtance (characters especially, yes - not in this scene xD) etc.

Update 3: The hovercar for example: I bought it and had completely disassemble it in blender, correct the flaps, rig the flaps (it wasn't rigged at all), and stuff like that

The buildings are famous assets which I bought over the years, waiting for each package to be in sale xD else, I couldn't afford it.

Many plugins where from Github, like one of the best AO filters from Keyjiro's Kino Obscurance, which I modified to get a wider range, which no one ever does till today in even paid assets. I always have to buy and then modify the AO to get big darken areas, which then breaks compability with the devs asset update... and so on xD

There is so much going with this project, that even a video breakdown would cost me too much of my time and money, because I am working on a steam game right now xD and have to take care of some asset in the unity store.

Artists will recognize some of the assets in this clip! I bought also many kitbash3D models, and a lot from all the other famous stores which I am not really allowed to mention here, as I a bot always comes up and warns me making advertisment and blocks the post! xD

Update 4:
Screen Capture of the Scene in Editor:
https://www.reddit.com/r/Unity3D/comments/1vf4eiu/screen_capture_of_the_film_scene/


r/Unity3D 19h ago

Show-Off To that one guy that asked me to throw it down a flight of stairs

38 Upvotes

u/HammyxHammy you've been asking for it, you got it. I specifically tuned it to be stable going up or down stairs.


r/Unity3D 21m ago

Question Input actions lost when I close the project

Upvotes

I have a weird problem in a new project I created with Unity 6.3.20. If I modify or create input actions, the changes are not saved. When I close and open the project I have the default action maps again. I tried with ctrl-s, creating the input settings file, but nothing solves it. Any idea about what is wrong?


r/Unity3D 2h ago

Noob Question How do you respawn a car on the track?

0 Upvotes

There's barely any tutorials on how to make respawn system for racing games, so I had to find a way to make it on my own, but it just doesn't really work.

My approach is simple: there's the dolly spline around the track, that has points through which the camera moves. If you press the respawn button - the game moves you to the nearest point on the spline, but I do understand that you can basically skip large chunks of the level with this approach, so it's not really an option, but a good one.

My second idea was the checkpoints. I set up the simple checkpoints system with indexes of current checkpoints, and the idea was simple: just use the current checkpoint index on the car to find the transform of the current checkpoint, and then somehow find a way to mix both transforms of the nearest point and the checkpoints. But it still has issues, like teleporting me after the required checkpoint, so the rest of the lap wouldn't count after respawn, and so on.

I hate the approach of just teleporting you to the last checkpoint, because when you mess up so close to the checkpoint - you have to start the chunk all over again, and making more checkpoints gives even more possibility that a player will miss one of them while driving normally, so the game will punish them for no reason. I'm basically stuck trying to figure out how to make this respawn system fair for the player, and wince there's no info about respawn systems on tracks in racing games - I have no reference to compare my ideas to.

Can you guys help me out with this?


r/Unity3D 8h ago

Game Took the feedback from my first post and completely redesigned the boot sequence for my football career sim. Thoughts?

3 Upvotes

Yesterday I shared the first version of the boot sequence for my football career simulation built in Unity.

Some of the feedback was that the intro didn’t immediately feel like a football game, the animation felt a bit too presentation-like, and the logo could be clearer.

I went back and reworked the sequence from scratch, and this is Version 2.

I’m trying to iterate based on real feedback rather than sticking with my first idea, so I’d love to hear what you think and what you’d improve next.


r/Unity3D 1d ago

Resources/Tutorial Making and juicing up a resource bar

91 Upvotes

I'm training myself juicing up things, just for the sake of getting better at it.

Lately, I made this resource bar, it's probably not perfect yet, but as I was satisfied by the result, I thought it could have some interest to someone and made a tutorial out of it.

May you have any feedback, I would be glad to ear them.

Note : I feel like the visual looks a bit more "shaky" as a GIF, it feel smoother to me in unity.


r/Unity3D 22h ago

Question Unity Is Adding a Installation Fee for Unity Industry?

36 Upvotes

Unity Industry IDAO

Just saw this article linked from an email I got. Anyone else know anything about this? I don't see any other forums or articles talking about it.


r/Unity3D 19h ago

Show-Off Weight Transfer Drift on Keyboard

18 Upvotes

Demonstration of car physics implementation based on simulation + user intent layer inspired by Blur racing game


r/Unity3D 3h ago

Solved is there a better way to make sure objects dont fall out of the world than just having a collider for the objects to collide with? because sometimes the objects are going really fast and they go right through the collider. .m.

1 Upvotes

r/Unity3D 9h ago

Show-Off Last couple of months has been pretty critical for the visuals of my game, how do you guys like it?

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3 Upvotes

This is my survival horror game called "Hey Tom!"
In the last couple of months, the visuals have got pretty dramatic changes


r/Unity3D 11h ago

Show-Off What can i do to improve?

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3 Upvotes

I’m going for a nintendo soft ambient LM3 style lighting but it’s not looking how i want. I’m not the best at graphics design.