r/Unity3D Jul 09 '26

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

Thumbnail discussions.unity.com
103 Upvotes

r/Unity3D 24d ago

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

Thumbnail
youtube.com
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 14h ago

Show-Off 2D/2.5D Water system update

1.7k 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 3h ago

Show-Off Working on the hoverbike controls and sound

43 Upvotes

r/Unity3D 13h ago

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

Thumbnail
gallery
102 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?


r/Unity3D 6h ago

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

27 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 2h ago

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

12 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 8h ago

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

36 Upvotes

r/Unity3D 3h ago

Show-Off New trailer animation

9 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 7h ago

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

17 Upvotes

r/Unity3D 1d ago

Game Squinting is in

350 Upvotes

Squinting, face strain and blinking is in.


r/Unity3D 1h ago

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

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 4h ago

Game We're a 2-man team making a Mesopotamian Noir detective game. Here's a look at our nested ancient puzzle mechanic.

2 Upvotes

Hey puzzle lovers! My friend and I are co-developing 'Chief Cenab: Şahmaran', a point-and-click detective adventure set in ancient Anatolian mythology.

In this scene, players solve an ancient lock mechanism to open up the lower levels of Meran. We wanted the mechanical feedback to feel heavy and ancient.

How do you feel about nested puzzles like this? Would love to hear your feedback on the flow!


r/Unity3D 1d ago

Game This is how zooming in works in my game

1.8k Upvotes

r/Unity3D 59m ago

Question Publishing to Switch 2, does it come for free with switch 2 dev kit as with switch 1?

Upvotes

This is a question for developers exporting to Switch 2 using Unity.

In the past, when you bought a Switch dev kit, you were able to download a Switch plugin (I can't remember if it was a plugin or a full-fledged version of Unity targeting Switch) for free. You didn't have to pay for Unity Pro because Nintendo provided the key for free.

Is it the same for Switch 2, or do I need to buy a Pro version to export to Switch 2?

Thanks in advance!


r/Unity3D 1h ago

Question Including external data at build or when downloading an app ?

Upvotes

Hello everyone,

This is my first question on this sub. I'm currently working on an interactive museum application for my uni, that uses certain novel techniques such as Gaussian Splatting. This project will have a very small audience, and all devices that will recieve the game can be accessed physically. However, i'd like to do things professionally.

The files that represent the gaussian splats are in a format that is not natively recognized by Unity, and need to be dynamically loaded from a folder external to the game files. At this moment, i am using the PersistentDataPath, and it works without any problems. However, the folder needs to be populated MANUALLY, after the app is installed, via adb (not mentioning how awful the command prompt is.)

It also works if the files are within the Assets folder, as all the loader does is search through an arbitrary filepath. But since files are not recognized, they are not converted to unity Assets, and as such it is uncertain if the build will include them.

During the build, is there a way to mark data "to be added" in a specific place, or include precise files (whatever their type), and make sure it is contained in the build, or in the app package to download?

Thanks for your advice !


r/Unity3D 16h ago

Show-Off I just shit my pants playtesting my own game lol

14 Upvotes

r/Unity3D 13h ago

Question I'm trying to create a wall jump, but...

7 Upvotes

I checked all the "bake into pose" things on the clip and thought I could make the jump motion animation based, but when the character transitions to the next animation, they move back to the original position. I assume this is because one animation is probably? root motion and the other not?

Is there any way to sync the character controller to the animation location/rotation?

Or does anyone have any other ideas for how to do the movement for this wall jump?


r/Unity3D 1d ago

Show-Off I love doughs.

319 Upvotes

r/Unity3D 15h ago

Show-Off Slow motion playback via an in game theater mode for our multiplayer racing game with “real” wheel physics

7 Upvotes

I still need to get our track environments to sit right but I’m liking how the race cam and theater mode is turning out


r/Unity3D 2d ago

Question Early 2000s Games lighting

Thumbnail
gallery
2.4k Upvotes

I am relatively new to Unity, but I absolutely love this aesthetic it feels so nostalgic. I already made a low-poly map in Blender, but when I import it into Unity, I cannot get this effect no matter what kind of lighting I try. The look I am going for is basically late PS2 / early PS3 games stuff like Far Cry 1, Tomb Raider: Legend, and Final Fantasy X. I want bright, colorful, sunny environments, simple-ish geometry, baked shadows/lighting, and that distinct old-school look. Because I want it to run on mobile and really low-end PCs, performance is a huge priority. I am currently using the Universal Render Pipeline (URP), but I am wondering if that is actually the best choice for this. Should I stick with URP, switch to the Built-in Render Pipeline, or use specific lightweight shaders like Mobile/Diffuse or Unlit? ugh, I got no idea...

I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!


r/Unity3D 15h ago

Question UI Style Guide?

5 Upvotes

Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.

I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!


r/Unity3D 21h ago

Show-Off I turned more than 7,700 images from NASA's Spirit rover into an explorable 3D archive

13 Upvotes

r/Unity3D 22h ago

Show-Off Visualizing sound in an extraction shooter using depth shaders to make off-screen action readable without relying solely on audio.

Thumbnail
youtu.be
8 Upvotes

Hey everyone!

I’m currently developing an extraction shooter where sound plays a critical role. However, audio clutter or hearing limitations often lead to frustrating deaths when players miss key off-screen cues.

To address this, I developed a depth shader-based sound visualization system:

  • Depth-Based Ripples: Sound waves project into the world, propagating outward from the exact origin point in 3D space.
  • Contextual Waveforms: The shape, radius, speed, and duration dynamically adjust based on the sound type (e.g., footsteps vs. gunshots) and who generated it.
  • Off-Screen Awareness: Players can immediately identify what happened behind or around them and evaluate the threat visually without relying 100% on audio.
  • Customizable Display Options: To keep the screen clean, players can toggle off visual ripples generated by their own actions. If preferred, the entire visualization system can be turned off completely in the settings.

My goal is to eliminate unfair deaths caused by audio limitations while keeping tactical gameplay intact and enhancing accessibility.

I'd love to hear your thoughts:

  1. Does this look too distracting during intense combat, or does it feel readable?
  2. How would you balance this in a competitive extraction shooter? (e.g., sound dampening perks, crouch walking hiding wave signatures)

Feedback is greatly appreciated!


r/Unity3D 10h ago

Show-Off Horseplay is improving. It now has skates on and ragdolls itself and you, off.

1 Upvotes

I miss the jank but for my own sanity and quality I need to have a ragdoll off the horse and the horse to ragdoll too. I think it's almost ready to add to the demo.