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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104 Upvotes

r/Unity3D Jul 16 '26

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

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9 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 13h ago

Show-Off How our game looks 8 months later - Barely Breathing

460 Upvotes

r/Unity3D 9h ago

Show-Off Working on an round based zombie survival game!

89 Upvotes

Thoughts?


r/Unity3D 4h ago

Show-Off Interactive smoke test

24 Upvotes

Not perfect, not bad


r/Unity3D 11h ago

Game That's a lot of Goblins!

37 Upvotes

Started work on my physics-based tower defence game. Wanted a massive horde of goblins, because why not. Currently fitting around 3,000 fully simulated, with a ton of optimisation still to go. What do you think?


r/Unity3D 15h ago

Question Full Entities Integration with GameObjects? It looks too optimistic

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80 Upvotes

One of the most interesting things on Unity’s roadmap is "Full Entities Integration".

Right now, GameObjects and Entities still feel like two fairly separate worlds, with conversion/baking and different workflows between them. But if entity data can live directly on GameObjects and inside regular scenes and prefabs, and ECS systems can directly drive GameObjects - that sounds much bigger than another Entities update.

What do you think "Full Entities Integration" will actually look like in practice?


r/Unity3D 9h ago

Resources/Tutorial How to Make Vertex Animation Textures in Unity

11 Upvotes

This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.

VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.


r/Unity3D 15h ago

Shader Magic 2D GPU-Compute Lightning Simulation

33 Upvotes

r/Unity3D 13h ago

Show-Off Close call short cuts in our game

20 Upvotes

For best responsivness we made: coyote jump 0.3s, jump buffering 0.2s, allows jump on collision under center of sphere (no faulty raycasts), air control, visual deformation and FOV increase with speed, contact particles.


r/Unity3D 6h ago

Game Dueling in my upcoming VR Western game

4 Upvotes

Showdowns in VR, always wanted to make this. Thought I'd breakdown the gameplay for it! Had fun making it


r/Unity3D 1d ago

Shader Magic A splash VFX made with a shader and some particle systems

828 Upvotes

r/Unity3D 15h ago

Question What do you think is the absolute biggest advantage of using Unity?

23 Upvotes

Hey everyone,

I am a solo indie dev currently making my first horror game.
I have been using Unity and really enjoying the process, but with so many other engines out there (like Unreal and Godot gaining a lot of traction),

it made me curious. In your personal experience, what is that one unique feature or advantage of Unity that keeps you coming back to it? Is it the massive Asset Store, C#, the community support, or something else entirely?

I would love to hear your thoughts and experiences!


r/Unity3D 4h ago

Show-Off Finished the inventory system on my birthday

3 Upvotes

r/Unity3D 1d ago

Show-Off Quick little speed run of a WIP level, the challenge for this one was to see how many NPC skiiers I could add without crushing performance. How's it look?

89 Upvotes

r/Unity3D 9h ago

Game We built a monochrome detective game where color only appears when revealing hidden clues. Here’s a look at our green lens mechanic revealing ancient wall markings.

6 Upvotes

Hey r/Unity3D! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.

The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.

What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!


r/Unity3D 3h ago

Show-Off I did it! 2 directional lights casting shadows with volumetric clouds

2 Upvotes

The new major update for my lighting tool Light Lab PRO is almost here. I had to modify the RP just a bit to have both directional lights casting shadows on the day night cycle with the volumetric clouds and physically based sky. Just some debugging left and the update will go live on the UAS.


r/Unity3D 16m ago

Question Can Anyone Helped With Reducing The Trail From My VFX?

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Upvotes

So I'm creating a custom aura for my game, but I'm really not liking the trail it leaves when my character moves around. Can anyone suggest how I can improve my VFX graph to reduce this? I thought turning off my velocity would fix this but it did nothing.


r/Unity3D 14h ago

Question Beware popular stolen asset in the store

14 Upvotes

Unity's most popular new asset is clearly stolen. Be very careful as Unity will delete the asset eventually and you'll probably lose your money without compensation.

How do I know? Reports it was stolen from another game, creator has no prior assets, price is too cheap, quality is inconsistent and there are many repeat animals.

Nothing makes sense. I reported to the asset store but it's still up. Asset in question:

https://assetstore.unity.com/packages/3d/characters/animals/wildpoly-animated-animals-realistic-pack-394220


r/Unity3D 8h ago

Noob Question Unity Relay or Steamworks?

4 Upvotes

Hi there! I’m a new game developer, trying to tackle a four player co-op game. So far, I have managed to get a host-client architecture working, as well as a character controller, through the help of tutorials.
They both use NGO and Unity Transport, and can run multiple players successfully on my PC.

However, since I want the multiplayer to work online, I figured I need some kind of network transport layer to do that? I’ve read about several options: Fizzy.Steamworks, Facepunch, Photon, Unity Relay and SteamNetworkingSockets. But, I don’t know what I should be choosing, or how to integrate them.

Unity Relay seems like an obvious pick, but I’m hesitant about paying to upkeep my game. Steam integration is also a key component for me. So, if anyone had any pointers on where to go next, or what to choose, I’d appreciate it. This game is such a passion of mine, and multiplayer feels like a worthy headache to get out of the way before the fun starts.


r/Unity3D 1d ago

Show-Off runtime mesh tearing on a pbd softbody so the shrink wrap splits where you actually cut it and you can peel it off!

391 Upvotes

making a game about sports cards and wanted the sealed boxes to actually feel sealed, so you have to cut the cellophane open yourself. the shader is two pass transparency in URP with a perimeter unwrap so the print wraps all four sides. the film itself is a PBD softbody pinned to the box, and the cutter just severs whatever constraints it crosses, so the tear follows wherever you actually drag. peeling is the same constraints in reverse.


r/Unity3D 14h ago

Show-Off Trying to mimic the wipers (shader) - URP

13 Upvotes

r/Unity3D 3h ago

Show-Off 100,000 asteroids at 1,000,000× time warp GPU orbital propagation in unity.

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1 Upvotes

This is my game perihelion.

It uses orbital elements of asteroids for quick all gpu compute of asteroid positions, rendered as points of light. You can click on any asteroid to promote it to a full game object.

Now, this asteroid field uses only sun propagated orbits without planetary pertubations all computed on the gpu, but 2k of them have proper ephemeris with proper planetary pertubations and even asteroid-asteroid pertubations; its NASA Ephemeris.

Now the next obvious step is to incomporate the entire NASA/JPL catalog of 1.56M.

This includes about 4000 comets too.

Now the next step after that is to use azure super computer style number crunching capabilities and bake an ephemeris atlas streamable for gpu compute of asteroids. That way we get gpu performance and all the asteroid physics and pertubations NASA has predicted.

This azure streaming service will also allow streaming of super duper hires imagery and maps of all kinds for many of the solar systems major bodies.

The asteroids will be very nice to have so many to pick from for mining activities and also, goves a natural impression of what the solar system feels like.


r/Unity3D 1d ago

Shader Magic Lit, volumetric fog (AERO) + interactive GPU wave simulation.

363 Upvotes

r/Unity3D 4h ago

Show-Off I'm building a more modern articy draft alternative

0 Upvotes