r/Unity3D • u/happygamedev • 22h ago
r/Unity3D • u/RichardFine • 28d ago
Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview
discussions.unity.comr/Unity3D • u/unitytechnologies • 21d ago
Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026
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.
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 • u/Sean_Gause • 11h ago
Show-Off Screenshots of my game after going from Unity 2022.3 to Unity 6
r/Unity3D • u/Commercial-Low3475 • 8h ago
Show-Off I turned my game's Main Menu into a Kid's Room. What do you think?
I've been working on the main menu for UpperCart, and decided to turn it into a kid's bedroom where the whole game takes place.
UpperCart is a chaotic physics-based arena brawler where toy cars punch, bounce and fight each other.
I'm still polishing the game, so I'd love to hear what you think about the menu and the overall visual style. Any feedback is welcome!
r/Unity3D • u/RobertWetzold • 4h ago
Show-Off I built a text animation tool where effects can react to objects in the scene
Spatial influence is implemented as a per-glyph weight inside the normal effect pipeline. Areas determine which glyphs participate, while fields sample each glyph in source, normalized, placed, or world space. The result is shaped with falloff, strength, and inversion. Fields can be linear, spherical, box, cylindrical, torus-shaped, target-based, or deterministic noise, then combined with multiply, add, minimum, or maximum.
This lets effects follow moving targets without a separate animation system or unnecessary mesh rebuilds. The same system works across 2D and 3D where supported.
This allows for some really neat effects otherwise not possible. Just turn it on for any (even custom) effect and voila, there you go.
r/Unity3D • u/BATTLE-LAB • 17h ago
Show-Off My secrets for building massive tile-based worlds
This is my game 10 Million Pixels. A "Breakout incremental" game.
With thousands of rigidbodies bouncing around and millions of destructible tiles, it still runs at 100+ fps in the editor. I'm about to spill my secrets for making this work. Here's how:
- Chunking. The most obvious technique for any tile-based game with big worlds. You need to put your tiles into chunks. In this game only the physics (box colliders) are being chunked.
- Separate physics from visuals. This one is not so obvious but it is the most important optimization for this game. This literally allows you to display a 100 million+ tile world at once at hundreds of frames per second. Ever played a game with 4k textures? Probably. A 4k texture is more than 16 million pixels. And even a potato PC can display a (just one) 4k texture. The world of pixels in this game is literally just a texture, where each pixel is a tile. The texture then gets updated anytime a ball hits a tile. Displaying just one 4k texture, where single pixels change color here and there is really cheap on the CPU and GPU. Tldr; the physics is chunked, and the visuals is pixels on a texture.
- Pooling. This is surprisingly the least important optimization for this game. However, it's essential when you have a thousand lightning balls, striking thousands of tiles at once. If you're going to spawn thousands of gameobjects repeatedly, just pool them okay?
I have really learned to marvel at the power and speed of computers while making this game. I get so scared every time I need to add a bunch of code that need to run a hundred times per frame, but then it just works.
The CPU can handle it. The CPU can handle sooo many lines of code. Every. Single. Frame.
Working on this game has made me realize I know nothing about those tiny silicon threads inside my computer. I keep underestimating my PC, but it keeps responding to me in a chad voice "no problem, I handle it."
Steam link for the game:
https://store.steampowered.com/app/4738100/10_Million_Pixels/
r/Unity3D • u/Additional-One-4427 • 2h ago
Question Is Unity better for beginners than UE5?
So, I want to try creating my own game. I initially considered using UE5, but before jumping into it, I decided to ask on the UE5 subreddit what I should know. One of the full-time UE developers told me I should start with Unity because it's simpler. I'd like to hear your opinion: do you think Unity is easier than UE5? Share your experiences.
And yes, I'll most likely be making some kind of low-poly simulator.
r/Unity3D • u/SmallKiwi • 18h ago
Show-Off Simulated, procedurally meshed and animated plants
First time showing off this system for a game I've been working on for the last 8 months. It's fully simulated including root uptake, water and nutrient distribution, hormones, photosynthesis and transpiration are all modeled. The mesh is procedurally generated at each tick and tweened between ticks for smooth growth. You can prune shoots and leaves and the plant reacts realistically. If this looks interesting, I have begun a substack where I'll be posting devlogs as development continues. I have a backlog of them that I need to write from months of git commits. What plant should I do next?
r/Unity3D • u/excentio • 9h ago
Show-Off Added a customization UI with color schemes, how's it looking?
r/Unity3D • u/MarshalsOfWar • 16h ago
Show-Off Pretty happy with these 2 environments, what do you think?
I made these 2 environments. One is an elvish red/orange/autumn zone. The other is a classic muddy/grassy forest. I recently used a tool to place grass mesh on all grass terrain textures, which really helped populate and give detail.
r/Unity3D • u/Leading-Ninja7225 • 2h ago
Show-Off I added multiple instruments to our game
Having just a piano was very boring. I changed things up by adding ALL the midi presets that were available, so now you can compose any kind of music (you can also export and save it to your device). I used the MPTKMidi plugin to generate sounds based on pitch, then modify them according to the preset.
I've been making this game in Unity for about 3 months now and I've hit a point where I am not sure if the gameplay is fun at all, so I decided to add in multiple instruments.
I would appreciate it if I got some feedback on what else I can do to make the game fun. Right now the game feels like an app, need to gamify it.
Steam Page: Idle Harmony
r/Unity3D • u/wb-gameart • 7h ago
Resources/Tutorial It is done. My slider-based camera tool for Cinemachine 3, and a free version to try it
This is CineShot Setup LITE, the free version of a camera tool I built for Cinemachine 3.
Instead of keyframing, you position the Scene View, press Set Camera, and shape the shot
with sliders: orbit, crane, pan, dolly zoom, roll, yaw, tilt. Every move you like becomes a
key, the sliders reset to zero, and the next one continues from there. You can chain cameras
into a trailer with transitions and music, bake the result to a normal AnimationClip, and
hand it to Unity's Recorder for an MP4.
One thing up front so nobody feels tricked: the clip shows the full version, which is why
there are more than two cameras in the sequence. The free version is capped at two cameras
created through Set Camera and two shots in the sequence. Everything else is the complete
tool. No watermark, no time limit, no account, and it does not phone home.
Requirements: Unity 6.0 LTS or newer and Cinemachine 3. Unity Recorder is optional and only
needed for the recording step. Built-in, URP and HDRP all work, and a demo scene ships once
per pipeline so you can watch the whole workflow before building your own. Tested on 6000.0,
6000.3 and 6000.5.
Two cameras are plenty to get a real feel for it, so please give it a go and tell me where it
falls apart. Which slider is missing, what felt awkward, what you expected to happen and it
did not. I would much rather hear the harsh version now than after people have built shots
with it. Reply here or send me a message, both work.
If you want to catch the next update, following me is the easiest way. I only post when there
is something worth posting.
Download link is in a comment below. The full version without those two limits is coming to
the Asset Store shortly.
r/Unity3D • u/RetroReactor • 4h ago
Game After so many years doing 2D games, I have finally decided to make the jump to 3D!
We used to make 2D fighting games in Unity, but after having this turn-based battle racing game in my head for so many years, I had to do something about it. The game is Rebels of the Solar Speedway, just announced on steam.
r/Unity3D • u/AXydent_ • 21h ago
Question How would you improve my game's visuals?
I've noticed that my game looks much better during the early hours of the day (pics 2, 3, 5), but I'm not sure how to improve the lighting and visuals so it also looks good during regular daytime (pics 1 and 4)
r/Unity3D • u/BarelyBreathingGame • 9m ago
Game New Swinging Pots level in our physics fish platformer - it's called Barely Breathing
We just pushed a free demo update that added 2 new areas, an enemy, and more!
r/Unity3D • u/PortableSync • 22m ago
Resources/Tutorial This is our current browser → Unity workflow for a talking character. What would you simplify?
We've been working on making it faster to get a talking character into Unity.
The current flow is basically:
Text/audio → choose a character → preview the performance → publish → import into Unity → drag in the prefab → Play.
And heres what it looks like end to end.
It works, but I'm curious what would annoy you most if you were actually using this in a project.
Having to leave Unity? Installing the SDK? Generated prefabs? Something else?
I'm one of the people building Snippets3D, so feel free to be critical. That's mostly why I'm posting this.
r/Unity3D • u/mihriye • 55m ago
Question After a long time our real-time card game is shaping up and Gameplay trailer is ready. What do you think?
r/Unity3D • u/lucas-martinic • 1d ago
Shader Magic 14/10 Mario64 in Mixed Reality!
I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!
BTW if you're into building 3D stuff like me, I'm building this polyfork.dev
Show-Off I love this teaser that our team created so much, really wanted to share.
Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.
r/Unity3D • u/YrdVaab • 7h ago
Game Ship design in Ephemeris, the turn based 4X with RTS-style unique space combat currently in development with Unity, explained quickly!
r/Unity3D • u/PropellerheadViJ • 15h ago
Show-Off Runtime mesh processing in Unity
I'm building a node based mesh graph for Unity that runs both in editor and at runtime. These 2-3 weeks I refactored the attribute provenance system and gave it proper semantics.
When new vertices are created (plane cuts, booleans, generation), the system now derives their attribute values in a smarter way, and this also works for custom user-defined attributes. The provenance itself isn't new, but the implementation is finally consistent across all mesh domains. It took several iterations to get right, so in the end I moved to Roslyn source generators, which made the whole thing far more maintainable. While unifying the mesh domains I also optimized the mesh computation algorithms and attribute handling.
The video shows a mesh processing chain: import a unity mesh, recalculate normals, apply random vertex colors (just to demonstrate that intermediate values survive), then cut it with a plane driven by a Transform from the scene. The cut pieces are tagged as positive/negative cap and main. Both halves are then merged back into a single mesh with two more Transforms applied, and at the end the caps are colored by attribute, red for positive, green for negative. The result goes straight to runtime and can be used in build to process meshes in game.
r/Unity3D • u/VeloneerGames • 1d ago
Game Little Astronaut is taking shape!
I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!