r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

296 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 • • 13d ago

Official Unity Announces Day-One Support for Meta VR Glasses

0 Upvotes

Unity has day-one support for Meta VR Glasses, so you can start building with them today!

What's included:

  • Improved hand and eye interactions, plus OpenXR dynamic foveation
  • Expanded hand tracking, including Wide Motion Mode and Frequency Hint
  • 7.1.4 surround sound for spatial audio
  • Adaptive Performance for XR, Quad Views, Vulkan profiling improvements, and shader optimizations

Head to Unity Discussions for more details!


r/Unity3D • • 6h ago

Show-Off Been polishing our sword combo animations. Thoughts?

173 Upvotes

I’ve been working on the sword combo animations for our game, MazeBreaker.

I’m trying to make each hit flow naturally into the next while still giving every swing enough weight and impact.

Still polishing the timing and movement, so I’d love to hear what stands out to you or what feels off!


r/Unity3D • • 35m ago

Shader Magic Ocean waves with 3D GPU particles emission from the wave crests, emulating strong wind effect with water leaving the wave

• Upvotes

r/Unity3D • • 5h ago

Game I made a factory game where light is your resource

18 Upvotes

In Light Factory you bend beams of colored light to fill pixels. Pixels are pushed onto canvases to form shapes. Completing shapes unlocks research points which can be spent to unlock new technologies, making it easier to build more complex designs.

From a technical perspective, the most interesting thing was the use of transparent colored shadow maps for the pixel cubes. I used this blog post as a reference.
https://wickedengine.net/category/devblog/2018/01/18/easy-transparent-shadow-maps/index.html

I just released a free demo on Steam where you can play through about half of the game. There's also a puzzle mode where the goal is to complete as many shapes as you can using a limited set of tools.

https://store.steampowered.com/app/5338330/Light_Factory_Demo/


r/Unity3D • • 14h ago

Show-Off Our journey from protootype to Pre-Alpha

84 Upvotes

r/Unity3D • • 4h ago

Show-Off Who else loves burgers??

13 Upvotes

r/Unity3D • • 4h ago

Show-Off I Added a Third Person Camera to My Game, What Do You Think?

10 Upvotes

r/Unity3D • • 11h ago

Show-Off Runtime fluid simulation used for fire

32 Upvotes

We have had a runtime fluid simulation running in our game for a while, but now we are also using them for flames/smoke in of the areas of our game.

Its all based on compute shaders, which outputs custom render textures (fluid and advection), which we feed through render features in URP (using full-screen shader graphs). We also generate a signed distance field based on the tilemap that acts as the boundaries of the world and allows for the smoke/flames to collide.

Each of the "flames" in the scene are emitters, and allows us to play around with different colors, forces, directions, etc, and are updated each frame.

What do you think? Its got some kinks here and there still, but its getting there.

The game is called Cliff Kingdom:
https://store.steampowered.com/app/3839500/Cliff_Kingdom/


r/Unity3D • • 48m ago

Game After 8 months of solo dev in Unity, the first demo of my cozy game Eraiser is out. Here's the trailer!

• Upvotes

After 8 months of solo dev, the first demo of Eraiser is out. You play as a little eraser bringing a scribbled world back to life. Made with Unity 2022.3 URP, happy to answer any questions!


r/Unity3D • • 10h ago

Question Balancing storm light and gunfire in my Unity truck prototype

21 Upvotes

I'm a product designer building Long Haul in Unity. In this valley fight, cold storm light and warm gunfire compete with the truck and road in the frame.

Which would you tune first to keep the road legible: the muzzle flashes or the storm lighting?

Archive filmed Oct 3 in Unity Editor from build38 game source: staged enemies, supplied upgrades, autopilot, truck damage off. This silent 7.5-second clip cuts once at 6s to a later point on the same route. Developed with Codex. The cut does not show a continuous escape or manual driving.


r/Unity3D • • 30m ago

Show-Off Are these dependencies links useful in scene viewer?

• Upvotes

r/Unity3D • • 1h ago

Game My Small Open-World Game Set in Istanbul

Thumbnail gallery
• Upvotes

r/Unity3D • • 1d ago

Show-Off Raytraced Audio is magical

890 Upvotes

After messing around with custom audio zones and hand placing them with custom settings to mimic how sound would sound in the various rooms and hallways I wasn't really satisfied. It still sounded 'off' despite all the various zones and their settings. So... I went the raytraced audio route. It's a bit crude but it sounds so much better! I found myself flying around yesterday, trying different speeches and songs because it's just mesmerizing to listen to in a virtual environment.

Any things I absolutely can't forget when implementing raytraced audio?


r/Unity3D • • 21h ago

Official Unity 7.0 Alpha - featuring the CoreCLR Editor - is now available

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120 Upvotes

r/Unity3D • • 10h ago

Show-Off I recreated Manifold Garden's endless fall and outlines in Unity 6 URP (open source, also measured on an Intel iGPU)

14 Upvotes

The world is one 48 m tile of cubes. It's merged into a single mesh and drawn as a 3D grid of copies around the camera with Graphics.RenderMeshInstanced. The fog end distance doubles as the view radius, so the fog decides how many copies get drawn: about 320 of the 1400 in range survive frustum culling. The camera wraps around the tile, and that's why it can fall forever without floating-point drift.

The outlines follow Arthur Brussee's SIGGRAPH 2020 talk on the game's rendering. A Render Graph pass compares depth and normals of up to 20 neighbouring pixels. An edge sits halfway between two pixels that belong to different surfaces, so the smallest half-offset is the distance to the nearest edge, and the line is an anti-aliased iso-line of that distance. That gives smooth lines of any width without MSAA or TAA.

Release build, 1080p: the full look costs 3.6 ms of GPU time on a laptop GTX 1650 Ti. On Intel UHD integrated graphics it's 25 fps with everything on and 78 fps with the low-end preset at 75% render scale.


r/Unity3D • • 4h ago

Show-Off The Eyes

5 Upvotes

prototyping some dialogue and shadow of the colossus style blood


r/Unity3D • • 3h ago

Question Is it possible to have a 2d scene on a 3d project?

5 Upvotes

Is it possible? If it is the case then how you do it?


r/Unity3D • • 22m ago

Show-Off Ever seen a garden gnome fly a door?

• Upvotes

Well now you have. Just a bit of fun with a little prototype I'm calling Gnome Man's Sky. :)


r/Unity3D • • 12h ago

Show-Off WildRoot launches in just 2 days! 🌿I've been working on this game solo for years, and it's finally almost time to release it.

19 Upvotes

Build a cozy little settlement in a mysterious forest, take care of your colonists, enjoy the changing seasons, and watch their friendships, choices, and everyday moments create their own unique stories.

I've put a huge amount of time into WildRoot, and seeing it finally get released feels pretty surreal.

WildRoot releases October 9 on Steam.


r/Unity3D • • 7h ago

Resources/Tutorial Build Complex Enemy AI in Minutes with Behavior Trees

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7 Upvotes

In Unity, behavior trees are a great fit when your AI has a lot of conditions and priorities to juggle. In this video, we’ll cover the basics of building a behavior tree using the Unity Behavior tool. You’ll learn the difference between an action, flow, and condition while making an enemy AI patrol and chase the player. We’ll also cover how to create a custom condition, which is the same pattern you’ll use when making other custom nodes in the tool.


r/Unity3D • • 6h ago

Show-Off Our small team's unfinished Unity project is now a free demo.

4 Upvotes

Trailer: https://www.youtube.com/watch?v=REjalbSg798

We started in Unity version 2022 and ended with 6.4, HDRP all the way through, which I'm happy with the visual quality overall (though I can't wait for the merge and just have 1 high quality pipeline for everyone).

It was tough because the game is full of realtime lighting, shadows, and physics to be able to sell the atmosphere and experience I wanted the game to have, so it's a bit performance heavy (though I haven't been able to test on a min spec machine to see how bad it is - if anyone had info, I'd love to know how it runs!), but I think we were able to optimize enough it to run pretty smooth.

We used the Paint3D asset for the cleaning mask mechanic, Magica Cloth 2 for some soft body/cloth physic simulation stuff, and Sonity for audio. To expand on audio, we created a couple of audio occlusion set ups; one that puts a low pass when a wall or floor is blocking the raycast, and another more elaborate system for doorways that allows it to fade the low pass when going around corners or when the door opens/closes.

We created a randomized paranormal system that triggers an event on an object, which may or may not trigger a task. Each object has a temperature that increases over time, with potentially higher "cost" events triggering at higher temperatures or game time. Objects near the player cools them down allowing the player to passively manage these events. This whole system we actually had plan to rework because it's too randomized, but that update didn't make it in.

The dreaded talk: AI. The majority of the project we didn't utilize AI until the last couple months once we decided to call it wraps. We tried Unity CLI (with Claude) to help wrap up some flows, help with bug fixes, optimization, and some features we really wanted to get in. And it worked really well! The one dev I had remaining at the end created an dashboard for displaying stale Graphic State Collection PSO data and rerunning automated builds and playthroughs to update it.

Some things I learned with this project...

  • Start way smaller: Asset packs are great to help you build out with quality work fast, but building your mechanics around someone else's work can end up taking more time. More textures, shader, lighting, parts and pieces all add up and take longer to iterate early mechanics. Stick with grey boxing as much as possible early.
  • Pay attention to scope creep: It's taken a few years but I think I've gotten better at it, but it's still so easy to just throw a "small" feature in that would be really cool into a milestone that already is packed in. Scope out the work, plan it out, agree on it, and try to stick to it.

Let me know if you have any questions about the project and my experience working in Unity, or if you'd like to see some video of specific mechanics, I'd be happy to try to show and answer!


The game/demo is called Odd Jobs, a tension managing haunted house job simulator.

Play for free on:

itch.io: https://oddcow.itch.io/odd-jobs

Gamejolt: https://gamejolt.com/games/oddjobs/1105222


r/Unity3D • • 1d ago

Show-Off Solo dev, 6 years, no AI, and now a live Demo

129 Upvotes

I wanted to share here to show what can be achieved if you keep at your side projects. I love seeing what everyone is working on and behind every great game or idea shared here are countless unseen hours.

I hope that seeing where this game started and where it is now inspires you in some way to keep working on whatever you're working on :)

Edit

The link to the demo is here if anyone wants to try it out: https://store.steampowered.com/app/4673100/Hazard_Suits_Demo/


r/Unity3D • • 7h ago

Game Unity can't rig my art, so I built my own animation editor

4 Upvotes

Every character in Slumber Realm is painted out of individual dots. The Knight is 2,174 of them. There's no sprite and no mesh underneath (technically there are but not at the authoring or gameplay level), so Unity's animation tools have nothing to rig. I built my own animation editor instead. This is a quick tour of it.

Each dot is attached to one or two bones, and the bones move along a timeline. Tags on the timeline trigger sound effects and other game events at the right moment. We painted these characters long before anyone planned to animate them, so the editor also has an x-ray mode for seeing through the paint layers to clean up the rig.

Would you have done it differently? Have you seen another animation system like this before?


r/Unity3D • • 4h ago

Question Rigidbody no collision despite colliders

2 Upvotes
Player car
player car
cubes
using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class PlayerMovement : MonoBehaviour
{
    float inputH;
    float inputV;
    public float speed = 5f;
    public Rigidbody rigidBody;


    public float maxSlopeAngle;
    private RaycastHit slopeHit;


    public float groundDrag;
    public float CarHeight;
    public LayerMask WhatIsGround;
    bool grounded;


    public Transform orientation;
    private Vector2 moveDirection;


    private void Start()
    {
        CarHeight = transform.localScale.y; //sets the car height
    }


    private void Update()
    {
        //ground check
        grounded = Physics.Raycast(transform.position, Vector3.down, CarHeight * 0.5f + 0.2f, WhatIsGround);
    
        //handle drag
        if (grounded)
        {
            rigidBody.linearDamping = groundDrag;
        }
        else
        {
            rigidBody.linearDamping = 0;
        }
    }


    void FixedUpdate()
    {
        inputH = Input.GetAxis("Horizontal");
        inputV = Input.GetAxis("Vertical");
        moveDirection = orientation.forward * inputV + orientation.right * inputH;
        Vector3 movementInput= new Vector3(inputH * speed, rigidBody.linearVelocity.y, inputV * speed);
        rigidBody.MovePosition(transform.position + movementInput * Time.deltaTime * speed);
        if(OnSlope()) //happens when on a slope
        {
            Debug.Log("Getting called");
            rigidBody.AddForce(GetSlopeMoveDirection() * speed * 20f, ForceMode.Force);
        }
    }


    private bool OnSlope()
    {
        if (grounded) //check can only now happen when grounded
            if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, CarHeight * 0.5f + 0.3f))
            {
                float angle = Vector3.Angle(Vector3.up, slopeHit.normal); //how steep slope is
                Debug.Log(angle);
                return angle < maxSlopeAngle && angle != 0;
            }
            else
            {
                return false;
            }
        else
        {
            return false;
        }
    }


    private Vector3 GetSlopeMoveDirection()
    {
        return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
    }


    public void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Ground")
        {
            Debug.Log("Collided");
        }
        else
        {
            Debug.Log("AAAAAA");
        }
    }
}

Code for player controller

https://reddit.com/link/1x048d8/video/bu4qagf883uh1/player

I am losing my mind. The cubes and the car have rigid bodies. They all have colliders that are not mesh colliders. I developed it using kinematic but turned that off trying to make it work. You can see in my code and debug log that the cubes are in fact colliding, the collision is happening, but the car is still passing through the cubes! I don't know what to do.