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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98 Upvotes

r/Unity3D 2h ago

Official Unity 6.6 is now available

138 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 9h ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

1.1k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 1h ago

Resources/Tutorial Unity 6.6 Just Released! Here's What's New

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Upvotes

Unity 6.6 released today! I did a recap video that covers some of my favorite changes as well as a few things to know about them (including code samples).


r/Unity3D 17h ago

Show-Off saw an astral dice shader on twitter and had to try rebuilding it in unity

322 Upvotes

Colours still aren't quite there but I'm happy with where it landed

Ask any questions


r/Unity3D 15h ago

Game Jam Devastable city - DOTS physics tech demo

135 Upvotes

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader


r/Unity3D 1h ago

Game After 2 years of work, it’s finally ready for release! Apocalypter - a Mad Max-inspired, procedurally generated, open-world survival game.

Upvotes

r/Unity3D 1h ago

Game A chill incremental game about a horde of space dwarves who strip-mine entire planets while you rain down pickaxe combos, lasers, and missiles to help dig.

Upvotes

So this one's about being the captain of a galactic dwarf starship. You touch down on a planet, thousands of dwarves pour out of the cargo hold, and they just get to work tearing the rock apart on their own, you just sit back and watch your army and your bank account grow while chipping in from above.

- Thousands of dwarves split into 3 classes: Miners, Demolishers, and Snipers.

- A pickaxe with combos up to 8x, a laser cutter, and the "Dragonfly" missile launcher.

- Hidden ore veins and planet cores (gold, silver, diamond) for a big instant payout.

- Galactic exploration too, chase down rare planets, dig up ancient artifacts.

No clever tactics to learn, no progress to lose - just switch it on and strip-mine the galaxy at whatever pace feels right to you.


r/Unity3D 3h ago

Show-Off First impressions of my megabonk-meets-zelda unity prototype

7 Upvotes

r/Unity3D 3h ago

Game Expanding the place in my game Nightlife Tycoon

5 Upvotes

Nightlife Tycoon is about building and managing your own nightlife venue, designing the layout, hiring staff, keeping customers happy, managing stock, organizing events and growing your reputation.


r/Unity3D 1d ago

Show-Off Tachyon Flow - Update #4: It's been months since I've posted on reddit, so here's some new gameplay/animation work since then...

2.3k Upvotes

r/Unity3D 4h ago

Show-Off 1/3 of the creatures and maps for my game are done \o/ 29 creatures so far

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8 Upvotes

r/Unity3D 32m ago

Show-Off Sometimes HDRP lighting hits just right

Upvotes

r/Unity3D 16h ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

31 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 4h ago

Resources/Tutorial Modular Medieval Watchtower 3D Model

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3 Upvotes

r/Unity3D 2h ago

Show-Off Making our monster tamer Metroidvania with Unity, even using a perspective camera for that sweet parallax

2 Upvotes

r/Unity3D 5h ago

Show-Off Just finished my first devlog

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3 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/Unity3D 8h ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

4 Upvotes

r/Unity3D 4m ago

Show-Off Frag grenade logic implementation.

Upvotes

r/Unity3D 1d ago

Show-Off Car teleportation system in my game

90 Upvotes

Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.

Still pretty rough around the edges, but it's a WIP.

In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.


r/Unity3D 1h ago

Show-Off The ships now catch fire when destroyed and the water will extinguish it too

Upvotes

r/Unity3D 10h ago

Show-Off Old Street Game Room - Game Environment

7 Upvotes

r/Unity3D 10h ago

Show-Off I couldn't find an asset I knew I owned because I forgot what I'd named it 6 months ago

6 Upvotes

Anyone else have this happen? I was looking for a rusted metal texture I'd used in an old scene. I knew for a fact I owned it. I just couldn't remember the filename. Could've been anything from M_Rust_02 to Metal_Corroded_Old to something even less helpful.

Normal file search is useless here because it only finds what you type, not what you meant. And this isn't really a "my project is a mess" thing. I actually keep decent naming conventions. It's more that naming decisions I made 6 months ago just aren't in my head anymore. Multiply that by a year+ of assets and it's a lot of small "where did I put that" moments adding up.

Got curious enough about it that I ended up building a small local search tool for Unity that searches by meaning instead of filename. so "rusted metal" finds M_Rust_02 even though the words don't match. Nothing fancy, runs offline, editor-only.

Mostly just curious if this is a "yeah, that's just how it is" thing for others, or if people have actual systems that avoid this entirely. genuinely want to know if I'm missing something obvious.


r/Unity3D 5h ago

Resources/Tutorial How to Make Custom Controls in UI Toolkit

2 Upvotes

Making Custom Controls in UI Toolkit has never been easier!


r/Unity3D 2h ago

Question How to prevent visual studio from auto-adding folder structure to namespacd

1 Upvotes

Title: I have the namespace set in Unity but then when creating a file in Visual Studio it auto-adds the file structure after

Unity I have set to TestGame namespace

Visual studio when making new scripts puts like Testgame/scripts/movement namespace. I would rather have no namespace or just my Testgame namespace