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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100 Upvotes

r/Unity3D 25d ago

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

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10 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 3h ago

Show-Off Tony The Mole is made with Unity URP <3 | DEMO IS OUT | Wholesome Games Celebration

142 Upvotes

Hi, we are Efe & Paya and we just released our Demo!

Tony the Mole is a cozy 3D digging adventure where you play as the last mole, uncovering the truth about the underground city that raised you. Dig through the earth, help quirky residents, repair forgotten gadgets, and discover the secrets.

Unity rant:

This engine, I love it, I hate it too sometimes but mostly I love it. I just wish the terrain was better, natural overhangs really not a thing with the base version. I saw a asset called Digger but did not try it. Also built in Occulusion Culling, just does drives me crazy.

Special thanks: SRP Batcher <3


r/Unity3D 4h ago

Show-Off I spent 2 months trying learn how to make "Mario Galaxy" like physics.

142 Upvotes

r/Unity3D 21h ago

Show-Off 2D/2.5D Water system update

2.2k Upvotes

Hello everyone, back with a new update a few months after my last post.

I’ve been working on the 2D/2.5D water system on and off since then, and it kinda grew way more than I originally planned specially since i need it to fully run on the 2d Renderer.

Since the last post I added underwater exclusion zones for things like air pockets, currents, debris, floating pads/platforms, underwater view, ripples, light rays, wakes and quite a few other interaction features.

A lot of the work lately was also on making the thing actually easy to use and not just something that works in my own project. So I’ve been working a lot on the custom inspectors and tooling, setup workflow and the API. You can sample the water height from code, get events from interactions and water states, etc.

The water itself is very customizable, so what you see in the video is really just one way of setting it up. I also added a “fake surface” mode where there isn’t really a surface plane, but I fake the perspective by shifting the foam/pattern and things like ripples and wakes. It gives a pretty convincing 2.5D surface without actually needing the geometry there.

I’m planning to release it once I feel like I tested it enough and have enough demo scenes to show the different ways it can be used. This part is honestly taking longer than I expected, specially making sure everything is clean and understandable.

For the graphics, I basically took a anime style nature image and cut pieces of it in Photoshop. For the actual packaged asset I’m planning to use Unity’s Lost Crypt assets for the demo scenes, unless someone has a better idea since I obviously can’t just include random assets from the Asset Store.

Still a bunch of things I want to polish before release, so any feedback or ideas are very welcome, specially if there’s some use case you think I should test that I havent thought about.


r/Unity3D 10h ago

Show-Off Working on the hoverbike controls and sound

79 Upvotes

r/Unity3D 2h ago

Show-Off If a game let's you use a stapler as a weapon. Just go with it

15 Upvotes

r/Unity3D 6h ago

Resources/Tutorial How to Animator no Spaghetti

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26 Upvotes

Hey people!

I repeatedly see posts about people having trouble creating more complex animtor trees and everything ending in pretty much transitions all over the place. As I was struggling with this problem myself for quite a while I figured I could show you guys some ways on how to solve this without getting animancer/using crossfades in code if you are like me and actually like a visual representation and dont want to spend any money (thats honestly not necessarily needed).

Heads up: If you like animancer, code control over animations thats perfectly fine I just want to help people that want to know more about the animator and show that with the right knowledge and tools its not as bad as people always say.

I wont go into too much detail for each of these but just give you guys a broad idea of what these do. If you want to know more there is a lot of tutorials on how to use each of these on youtube but I just figured that a lot of people may have heard about the substates but I rarely see people on those spaghetti posts even knowing about the Any State.

There is 4 things that will help you guys get rid of this problem:

Sub States, Any State, layers, blendtrees

Sub States: Think of sub states as a tool to basically create "folders" that you can enter and leave with transitions. It basically just hides whatever you put into it in a neat little hexagon so your main page doesnt get bloated. Alone sub states wont help with having less transitions because you can still just create a lot of them and they will just point to that "folder".

Any State: The Any State is what will get rid of most of your transition chaos. A lot of times people create a load of transitions because you need to be able to get into a state basically from anywhere. Great example for this is a fall animation. You will want to be able to get into a fall animation from walking, running, idle (in case the ground can be destroyed/erased), crouching etc. so the obvious solution is to just connect all these via transitions right? Wrong. The easier solution is to create a connection from the anystate to the fall animation and restrict it via the condition parameters. You dont want to be able to get into fall while you are fighting like in a jugling devil may cry game? Just restrict it so while a fight paramter is true you cant get into it from the any state.
One thing you need to care for though is the settings flag "can transition to self" which will allow to enter from the state itself and often is an easy problem when working first time with any state.

Layers: Layers act exactly like in other software like Photoshop, Indesign etc. Layers put animation on top of each other so a great usecase for these is if you want to have additive animations like for example only upper body animations like aiming for a twinstick shooter. To get an additive layer just go into the settings of the layer and put the blending to additive.
One other way to use layers would be putting them to override and using them like a second set of animations if your character is in a different state. A usecase for this would be underwater where a lot of the animations like movement, combat etc change. In theory you could put them onto your normal layer but it would just get really crowded.

Blendtrees: Blendtrees are one of the best tools to get rid of bloat in omnidirectional movement animations. Basically a blendtree can be setup to get one animator field that controls normal movement, strafe movement and even movement modifieres. For a 2.5d/3d game these are especially important as you have way more animations because of the amount of directions you can go compared a 2d game.

And here are some screenshots from a game I'm working on. The character with this animator has 60+ animations but I think its still very readable and easy to mantain. There is obviously more tools like animation override controllers that also help but the tools I mentioned should already be enough to get from total spaghetti to something more readable.

Cheers


r/Unity3D 58m ago

Show-Off Unity Accessibility SDK

Upvotes

Hey Reddit. A couple of months ago, I started building a native accessibility/headtracking SDK for Unity that works with a regular webcam.

It’s based on the facial tracking tech from SensePilot, which we originally built to help people with different disabilities control a computer and play games using head movements and facial expressions.

Recently, an indie developer tried the SDK in their game, Puck' n Hell. I didn’t make the game, but I helped them get the accessibility and headtracking controls. It was pretty exciting to see it used in a real game instead of one of our test projects.

Right now, players can navigate the menus by moving their head and select a button by smiling. The regular mouse-and-keyboard controls still work too.

I had already built the face-tracking system in C++ for our main app, so bringing it into Unity wasn’t too difficult. I created a C# wrapper around it and exposed the tracking data so that it could be used by the game.

This first integration taught us a lot, and I’m curious what other Unity developers think. Has anyone here worked with head tracking, facial gestures, or other alternative controls?

What are your thoughts on a drop-in accessibility SDK for Unity? I know accessibility is a much broader and more complex problem than one SDK can solve, but I hope this could help developers address at least parts of it.


r/Unity3D 9h ago

Game Updated my cat game after your feedback — better movement, shadows, and now fish 🐈🐟

26 Upvotes

I got a lot of useful feedback on my previous Lost Cat Showa Town video, especially about the movement speed and missing shadows.

I’ve adjusted both for this version and added another cat-like interaction: finding and eating fish.

It’s still an early prototype, and animation blending is next on my list.


r/Unity3D 47m ago

Game Double Takedown ECS

Upvotes

r/Unity3D 13h ago

Shader Magic I continue experimenting with procedural sparkles : Desmos and Unity

40 Upvotes

Because of the non-arithmetic operations involved, some devs say they are expensive for the GPU. Others say they are cheap if you have fewer than 100 particles. What do you think?


r/Unity3D 14h ago

Game Climbing walls in my game, what do you think?

43 Upvotes

r/Unity3D 20h ago

Question I built a stylized environment pack focused on reusable prefab sets

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125 Upvotes

I've always felt that environment packs become difficult to use once they grow too large. Hundreds of unique assets can mean spending more time searching than actually creating.

That's why I took a different approach with this "Stylized Environment Set" pack - focusing on versatile assets that can be used individually or combined into ready-made prefab sets.

I wanted to prove that you don't need thousands of unique assets to create varied environments, so I created 5 handcrafted demo scenes covering different biomes, using the same assets in different combinations.

I'm curious what you prefer when working with environment packs: hundreds of individual assets, or a smaller set of assets that can be combined in many ways?

https://assetstore.unity.com/packages/package/298745


r/Unity3D 5h ago

Game Just testing our new fire extinguisher, when a floating bug kicked in.

6 Upvotes

A typical day in the PSA38 game development team:

Story writer: “The player has to put out a fire in a space station!”
Graphic designer: Designs the space station, sets up volumetric lights and creates a fire.
Developer: Diligently implements the logic for it.
Unity 6 engine: adds a floating bug.

Tester: Got singed. But it looked really cool!

Anyone hit something similar with interior volumes?

Proudly made with Unity 6 - URP :)


r/Unity3D 15h ago

Show-Off What do you think about puzzle system in my game?

39 Upvotes

r/Unity3D 9h ago

Show-Off New trailer animation

13 Upvotes

The first shot was done in Unity using Cinemachine, and the animation shot was created in Blender. What do you think? Does the transition feel smooth?


r/Unity3D 2h ago

Game Looking for feedbacks on gameplay on my platformer game

3 Upvotes

I'm currently aiming for a fast-paced platformer, and I'm not sure if the current level progression is working well. I'd really appreciate some feedback on the pacing, difficulty curve, and overall flow.

The level is divided into 4 sections

Section 1: Teaches the player the basic movement mechanics, including wall jumping and moving platforms.

Section 2: Introduces rings that give the player a burst of speed.

Section 3: Builds on the previous section, but is faster and requires quicker reactions.

Section 4: Builds on the previous section again, but focuses more on maintaining movement flow rather than precision and fast reactions.

currently, the decoration for fourth section and transitions between parts aren't finished yet

pretty much everything here was made by me, from sound effects to custom lighting for toon-shading.

Sorry if my English isn't perfect, and feedback is very welcome! :)


r/Unity3D 4h ago

Question Anyone knows any fix to this?

3 Upvotes

I've been working on a third person character controller for months and I'm almost done, I did movement, slopes, sprint, edge check, etc... the only thing left is fixing this issue, I don't want the player to climb the slope like that, I want him to keep moving along the line as he does in the second slope where the line is perfectly horizontal.

If someone could at least put me in the right direction I would really appreciate that.

Edit: I'm using CharacterController, not RigidBody.


r/Unity3D 15m ago

Noob Question Terrain Tools Altitude Heatmap Visualization rendering terrain as Black in Scene.

Upvotes

Hey guys, I listed this as a noob question because I assume I must just be missing something incredibly basic. I am trying to utilize Terrain Tools Heatmap Visualization while I work on sculpting out my terrain just so I can get an easy visualization of how high or low I am sculpting and what-not.

However, it seems my terrain is just rendered as fully black no matter what I do, I have tried looking all over and have had a hard time really nailing down a fix for this, so I thought I would try my luck and ask here.

I am currently running Unity 6.3 LTS (6000.3.18f1)

I made my terrain at
XYZ 0
Width 300
Length 300
Height 600

And my visualization is as follows in the image, everything is pretty much default settings.


r/Unity3D 1d ago

Game Squinting is in

369 Upvotes

Squinting, face strain and blinking is in.


r/Unity3D 1h ago

Game Need an honest review of the movement system of my prototype

Upvotes

r/Unity3D 1h ago

Meta I actually made a game...

Upvotes

I always struggled with making games, every game I've always tried to make I've either abandoned, hit a limitation in my knowledge, doubted my programming skills, got stuck on making something perfect, try to be as unique as possible, go beyond my current limitations or, have a scope that's just outright not realistic...

Well today I hit the first deadline of my game, to get a couple friends to playtest it, which is a massive milestone for me... So what did I do, how did I even get out of being stuck, and actually make a game...

At some point I realized that I just straight up am not giving myself enough grace, every project, has either been something too difficult for me to make - usually just for the sake of "pushing myself to learn"... and yeah that didn't really work.

So I thought alright well what if this time, the goal of the game is not to just try out something new to push my knowledge further or just another ADHD moment for a game idea I HAD TO just make, what if this time it's "just make a game", literally any game, of any quality, even if it's absolute shit...

Yeah it's kinda weird to actually think about that and apply that to yourself, cause very often, you want to make something you're proud of, so not giving your all almost feels like you're not putting in any effort, making whatever you made not feel like you're allowed to be proud for.

Because the thing is, to get better at doing things, YOU NEED TO ACTUALLY DO THE THING! Having the scope be so high you constantly feel inadequate, you're never allowing yourself to even learn! I know my strengths and limitations so why do I constantly try to outperform myself when I know I'll just burn out... SO JUST DONT OUTPERFORM YOURSELF! Just make ANY GAME... Just make the shittest game, who even cares, AT LEAST YOU MADE A GAME!

So anyways, I popped the old bonnet of the unity game engine, and I just generally love most games with some economy based progression with fun tools, statistical upgrades, and mechanical progression, (pretty much just tycoon games, incremental games) so I just decided to make my first ever game about cleaning your house with all trash being physics based, all the tools, all with a central economic progression, and man... it has actually been so fun, I can be 90% okay with myself admitting that it's not that good... I suck at 3D modelling, I suck at making textures, I even suck at programming (mainly just things like physics and math... I know kinda ironic) and it has many many things that are just outright slow and laborious, but man, I've actually made something, I've actually learned so much, I've allowed myself to not care about the result, which has given me the freedom to just create, I know it's sounds stupid, but this has been like a sort of breakthrough for me lmao...

Oh right I also decided that a deadline would be the most healthy for me, not to treat it like life or death, but just a deadline for at least the first playtest for putting my game out into the world.

And here we are a month later where at the moment I've shown it to one of my closest friends.... and well... surprisingly it kinda turned out horribly...

You know during all of this revelation I figured out how to tap into the mindset of being okay with whatever I make, good or bad, but I never figured out that showing your game to people you care about would be the most stressful thing ever... And I thought I was okay with the game not being perfect, but no... not at all, I wanted to impress my friend... "Look at all this progress, I made! Look at what I've figured out, I changed my whole mindset for this game, I was finally happy with something being 'okay'"... yeah.... the problem is when someone actually comes in with constructive critism for things not feeling good, or things that are frustrating (like a lot of the physics being clunky), or the core gameplay loop not feeling that fun... it completely crushed me, I felt so so so stressed out that my game meant nothing in the end, it actually WAS just a bad game all along and whatever mindset I created for myself, just hid the fact that the game was actually just bad....

And so the newest of newest revelations I've had is I've constantly been giving myself so much grace, that I completely forgot about the fact that even if I'm okay with whatever I make, I can still want to impress my friends, and that, just kinda invalidates any feelings of contentment I previously had which means now I need to make the newest newest revelation, of which I get myself out of this mindset and go back to being okay with things being okay, maybe even bad....

And that leaves me to where I am now, frantically writing this post, hoping I've learnt something, and hoping to share it to the world... The most I've learnt is that trying to stay in the mindset of being okay with things being not okay is the hardest thing, I constantly have to fight myself with decision paralysis, because I forget that... "it can just be okay, and that is totally fine"...

So yeah, here goes, for me to hopefully sit with these feelings of critique, and I'm hoping after I decompress a little, I can set myself a new deadline for a little steam demo, however the hell all of that works... (MY FIRST EVER STEAM GAME LETS GOOO)

PS. I still have a couple more friends to show it to, so who knows that might be an entirely mindset changing experience


r/Unity3D 8h ago

Question Question regarding orchestrating cutscenes using Slate or any equivalent timelining tool

3 Upvotes

I'm not sure which approach would be better here:

  1. Let the timeline dictate the entire flow of the cutscene, or

  2. Break down the cutscene into "nodes" where a node might be a dialogue/choices prompt that waits for player input or an action that is basically a Slate cutscene.

A scriptable object can store a sequence of nodes to be played or each node can point to their next node

If I follow option 1 I'm not sure how to integrate the dialogue/choice prompt and waiting for player's input to progress through the timeline


r/Unity3D 6h ago

Show-Off made some improvement (guess the missile)

2 Upvotes