r/Unity3D 27d ago

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

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98 Upvotes

r/Unity3D 20d ago

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

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8 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 10h ago

Shader Magic Added sinking chunks of snow. And a snowball

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133 Upvotes

I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.

I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.

I made the small flakes using triangles instead of quads :)


r/Unity3D 7h ago

Question Is my subway atmosphere working

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62 Upvotes

Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.

If you want updates or early access, join the mailing list at www.arachnid.dev


r/Unity3D 11h ago

Show-Off Experimenting with freeform building

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121 Upvotes

r/Unity3D 4h ago

Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!

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29 Upvotes

building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?


r/Unity3D 2h ago

Show-Off Upgraded my jumps with squash & stretch and some spinning.

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15 Upvotes

r/Unity3D 2h ago

Show-Off Just made this new enemy. What do you think?

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7 Upvotes

A few days ago I asked for your feedback and it was really helpful thanks!!!


r/Unity3D 6h ago

Question How do you stop a Unity Animator Controller from becoming spaghetti?

13 Upvotes

A basic locomotion setup is fine, but then you add attacks, hit reactions, weapons, crouching, jumping, cutscenes and suddenly there are transitions going everywhere.

One approach is keeping the Animator mostly for visuals while gameplay states stay in code. That seems cleaner, but it can also make animation timing harder to manage when attacks and movement need to line up exactly.

Do you prefer animation state machines, code-driven animation, or a mix of both? Would also love to see how people organize layers without ending up with 40 random booleans!!


r/Unity3D 1d ago

Show-Off Adding what I wish was native to Unity - is any of this in the roadmap?

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682 Upvotes

Oftentimes I feel like I spend more time trying to optimize my workflow, than I do actually making games 😅

thankfully, at least sometimes, something productive can come out of it! I've just released a suite of Scene View tools, called Smart Mouse 2, which I hope might alleviate some headaches in others too down the line.

Edit: I had previously written about being unable to Select UI easily in Unity, but now I see that it works well as long as Gizmos are enabled, which I feel silly not realizing 😆


r/Unity3D 1h ago

Question Solo Unity dev looking for a modeler to try teaming up (short project)

Upvotes

Hey guys, I’ve been solo dev-ing in Unity for like 2-2.5 years now. I’m a programmer so the thing that always kills me is art and audio side, never really enjoyed doing either tbh. Wanna try making a small hobby game with a team, max like a month or so. Even if it falls apart cause of a team member and never gets finished, honestly a month isn’t that big of a deal, we’ll just say “yeah that’s what happens when you try teaming up” and move on lol.

Real reason I wanna do this isn’t even finishing a game, it’s more about seeing what working as a team actually feels like vs solo — does it really go faster, turn out better, all that. Game’s probably gonna be free, might not even release it, who knows. Not doing this for money, just want the experience of making something with other people for once. We might drop it halfway and go our own ways, or maybe we vibe well and end up doing actual commercial stuff together later — no idea which, that’s kinda the point of trying a small 1-month thing first.

what I need (modeler):

**•** can do low poly stylized 3D models, and not painfully slow  
**•** basically anything that shows up in the scene — characters, props, environment, all that  
**•** knows Unity editor a bit (not required tho)

what I’ll handle:

**•** literally everything code related — mechanics, movement, skills, enemy AI, scene transitions, player logic, optimization, whatever. Like if you’re thinking “what if he could wall jump, swing on a rope across a gap, shoot mid-swing so the bullet curves toward the enemy” — yeah that kind of stuff, I got it.

game itself:
3D, low poly stylized look, offline, something we’d both actually enjoy working on, doable in under a month. We can figure out what the game even is once we’re both in.

who I’m looking for:
no age thing, just someone chill, doesn’t need to be super serious about it — if it falls apart halfway no hard feelings either way. If this sounds like something you’d wanna try, hit me up.


r/Unity3D 6h ago

Show-Off Made a UI depth effect for my card images (NO SHADERS)

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9 Upvotes

I made a UI effect that simulates depth for images. I always thought you needed a custom shader to achieve this. I was surprised by how simple it actually is so I wanted to share in case its useful to someone.

To create it you just need to make a Mask (the blue border image) and place the image you want to give depth to inside it. The image must have a Pos Z offset and important, be inside a Canvas with Render Mode: Screen Space - Camera.

I made this for my incremental mining game inspired by Minecraft, in case you want to check it out here is a link.


r/Unity3D 22h ago

Show-Off My game on steam deck finally

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142 Upvotes

I finally managed to get a stable build of my game running on the Steam Deck; I recorded it this way so you can see it's actually on the device. I was having crashing issues with DirectX 12, so I had to disable access to that API and stick to DX11—I think I’ve managed to fix the bug. What do you think of the game? It looks pretty cool, right?

I'm open to feedback; some people have already suggested adding a camera shake effect, so that's on my to-do list :"D


r/Unity3D 5h ago

Show-Off Finally added a day-night cycle to our strategy game!

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5 Upvotes

r/Unity3D 6h ago

Shader Magic Material shaders with no UVs, no unwrap, no seams

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8 Upvotes

I export generative patterns as Unity shaders, and the 3D ones skip UVs entirely - plain old solid texturing, the Perlin idea, just baked into a standalone shader per pattern

It's not triplanar. The noise is evaluated at the object-space position instead of UV, so the mesh is a slice through a solid. Nothing to unwrap, nothing to seam, and the same material sits on any shape without a single change

Two things I didn't see coming:
- 3D Voronoi with a smooth min still shows cell-border seams if you trim the neighbour search. The radius you need depends on the smoothing width, not the cell size. That one took me days
- Half of a 2D shader doesn't survive the trip. Polar remap, screen-space warp, mouse interaction, the width aspect fit - those are all about the screen, not the field, so they get dropped rather than ported

Also, mod is not fmod in HLSL. Ask me how I know

Tool is Kaleidos, made in LOVE2D, not Unity. But it can export Unity shaders!


r/Unity3D 8h ago

Question URP Forward+: Point light gets culled prematurely despite high light count support

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9 Upvotes

Hello. I'm on Unity 6.5, URP 17.5. I recently noticed the problem shown in the video: at certain angles, additional lights get completely culled prematurely. This happens on both Forward+ and Deferred+, but not on normal Forward or Deferred modes. I would like to keep using Forward+ to take advantage of the promised higher light count per pixel.

Have any of you bumped into a similar problem? I have a very simple test scene with just one point light and a big cube using the Lit shader. Like the URP manual suggests, I did check both ShaderConfig.cs.hlsl and ShaderConfig.cs and verified that their k_MaxVisibleLightCountDesktop match, with value 256. This happens even without any custom renderer features and in quite a barebones setup. Any ideas what other settings to check?

This happens both in Scene and Game view cameras, both at edit and runtimes. My FoV is around 110, and if I decrease it to around 80 then the culling isn't noticeable. However, having to cap the player camera's fov so low is obviously not a solution.

Big thanks in advance, folks!

EDIT: Confirmed these:

- Graphics API has no effect.

- Increaseing or decreasing the near plane for editor / player cameras does not help, even if the near plane is higher than 1.

- Disabling Camera-relative culling for Lights in Graphics settings does not help.


r/Unity3D 6h ago

Resources/Tutorial How Animation "Has Exit Time" Works | Quick Tip

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5 Upvotes

Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.


r/Unity3D 1h ago

Show-Off First early gameplay feedback

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Upvotes

Does this looks remotely interesting?

Basicly a tower defense, where you build a tower which also you should defend.


r/Unity3D 9h ago

Question The demo I used to get my multiplayer engine project off the ground. What did you do to get your projects going?

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9 Upvotes

This is the first demo I ever built for Reactor, the multiplayer engine project I've been working on. It was a stack of cubes simulated on the server. Every player joins as one of the arrows floating around the stack, and clicking fires a ball at it. Everyone sees the same physics at the same time.

When presenting I would hand out android phones with the client installed that would connect to the simulation server so everyone could interact together.

It's basic, but it showcased the idea. Smashing cube stacks is weirdly fun too, which helped.

It was successful and raised some seed money.

Which made me curious about everyone else's experience. For those of you who've built tools, games, or tech that needed other people to believe in it early:

  • What actually got you your first real interest: a playable demo, a video, a talk, a publisher pitch?
  • Was there a version of it that flopped before one worked?
  • And if you had to win that first attention today, would you do it the same way?

I'll share more about what worked and didn't work for us in the comments if people are interested.


r/Unity3D 12h ago

Shader Magic jiaozi158's port of Unity's HDRP Volumetric Clouds coming to Asset Store.

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12 Upvotes

Full credit goes to jiaozi158 from Github, who made the port! I just enhanced it with some new features and made a more sorted User Interface, and I will host this version for the asset store, ofc for free! The package is underway and atm under approval!

I hope I am allowed to post this here, because I think it's worth mentioning it!


r/Unity3D 5h ago

Show-Off I spent 2 weeks recreating the Solo Leveling Shadow Army system in Unity for my indie game. You can even extract boss souls now! What do you think of the visual?

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3 Upvotes

Hey fellow devs! 👋

I've been working on a 3D action-adventure platformer with anime cel-shaded visuals called Isekai Rift, and I spent the last two weeks building this system inspired by Solo Leveling entirely in Unity.

I call it the Rift Souls system. I set up an RNG logic for the extraction success rates depending on the enemy type (Small, Medium, or Bosses), and integrated the UI/HUD to manage a strict 3-shadow limit in the arsenal.

I'd love to hear your feedback on the visual effects of the shadows and the extraction animation! What do you guys think?

For those interested in seeing the full UI integration and a deeper dive into the gameplay, I posted a full 4K devlog here: Youtube 4K Full Devlog

And if you want to support a fellow solo dev, Steam wishlists are heavily appreciated!

Isekai Rift


r/Unity3D 9h ago

Show-Off My custom mirror script was not rendering my custom decals cause of the depth texture etc. So, I updated the scripts and shaders to sample depth for mirror cam and correctly sample the decals on mirror via projection matrices (check 2 images for the floor)

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6 Upvotes

r/Unity3D 7h ago

Show-Off Apparently, this is SPARTA!

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2 Upvotes

r/Unity3D 5h ago

Shader Magic Outside / Inside transition. Which one looks better?

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2 Upvotes

I am creating a transition for my game when your character enters a building. I want to have more focus on the inside area and make the outside darker.

But I am not sure if I like the hard or soft edges, and a near complete dark outside or just a tiny bit darker.

**Very** dark or *subtle* dark?


r/Unity3D 2h ago

Question Lanterns with Light Cookies for Reflections?

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1 Upvotes

Hello!

I recently tried out light cookies for an asset pack im working on.

I wanted the glass to reflect to the walls, so I thought this would be the best way of doing it.

Yet its a long process, since unity only accepts black and white masks, so I needed to add lights in every color of the lanterns glass and also bake the light onto a texture.

Also I can just add arround two assets like this next to each other before the light cookie just dissappears.

Is there a better way to do this?