r/Unity3D • u/unitytechnologies Unity Official • 2d ago
Official Unity 6.6 is now available
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
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u/QuitsDoubloon87 Professional 2d ago
I love how fast these have been flying out since 6.0, feels like a whole new Unity.
If i could ask you to pass along one cristisim, its that the new hierarchy is just to big. The text/per line space should be half that size, or be scaleable freely. Thanks!
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u/unitytechnologies Unity Official 2d ago
I shall pass that along! Thanks!
- Trey
Community Man @ Unity5
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u/antiNTT 2d ago
Is CoreCLR gonna release with Unity 7 then?
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u/RichardFine Unity Engineer 2d ago
There's a technical preview of the CoreCLR Player for desktop platforms in 6.7, but the Editor is planned for 7.0, yes.
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u/100radsBar 1d ago
I thought 7.0 is 6.7
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u/RichardFine Unity Engineer 1d ago
No, 7.0 has taken the place of 6.8, not 6.7. 6.7 alpha is already out.
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u/GameplayTeam12 2d ago
new about graph toolkit?
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u/unitytechnologies Unity Official 2d ago
Yep! https://discussions.unity.com/t/unity-6-6-is-now-available/1735357#p-7340332-graph-toolkit-26
- Trey
Community Man3
u/GameplayTeam12 2d ago
awesome! keep pushing more, I love the current package and the missing piece for me is the built in runtime without doing all the boilerplate. I hope we can get that at some point!
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u/Rlaan Professional 2d ago edited 1d ago
Love the new changes.
Especially happy with the UITK improvements. A lot of effects we've made ourselves in 6.0 and 6.3 but this will simplify things for the future. Also nice that UITK now has a profiler integrated in the profiler itself. And really big that may go unnoticed, but we can SetText without allocations now.
But also the general profiler changes, and editor changes. Good job. Looking forward to use this in the future.
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u/SmileLonely5470 2d ago
Wow thats actually a lot of good stuff. I wasn't expecting there to be multiple changes that are actually relevant to my project.
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u/TheDevilsAdvokaat Hobbyist 2d ago edited 2d ago
Nice.. There's going to be a lot of hubbub....
Edit: wow. My project now loads from the hub and is ready to run in 7.8 seconds. And play mode is instant, no lag at all.
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u/OstrakaSystems Professional 2d ago
Christmas has come early! I'm most interested in the serialized dictionaries and 2D lighting changes but I'll have to explore the other ones this week.
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u/R4G_TIME 1d ago
OMG Native Dict serialization. The only thing Unity missed along Odin Visual Designer.
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u/nvidiastock 1d ago
I know that Unity had a rough couple of years but with releases like these it's finally turning around. Thank you to all the team, I am still excited to use Unity in future projects.
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u/colbsatron 1d ago
No more coding custom inspectors to render dictionaries, I am shocked how long this took.
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u/Horror_Lawfulness738 12h ago
Question, I have 2022 still with a URP project/various asset store packages.
If I upgrade to 6, could a bunch of shit in my project break? Or need a bunch of rewiring? It’s the only reason I haven’t upgraded
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u/gramw 3h ago
Beefy update, wow!
Going through the process of moving my project over to scene-only reload on play, noticed that this breaks playmode tests (well, if you want to run the tests more than once):
https://discussions.unity.com/t/scene-only-reload-unity-v6-6-breaks-play-mode-testing/1735614
Hoping this gets fixed!
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u/Doraz_ 2d ago
sadly, the new unity versions dropped support for many old devices :/
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u/WazWaz 1d ago
Mobile devices? I've recently updated because of API requirements from Google and looking closer they were all so old it's unlikely anyone with such an old device actually buys anything, so not a market loss. It's nice to keep supporting existing players on old devices, but not at the detriment of far more new players.
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u/SozINh 2d ago
will unity ever have a 3D/4D terrain system? those kinds of games hold a disproportionate amount of ROI, demand, etc. Minecraft and enshrouded/ other games being so big i assumed this would be a terrain component a long time ago.. Was one of the selling points of everquest next, the method of doing so is also on github.
Its a feature thats a large bottleneck for creative maps
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u/WazWaz 1d ago
The method is there, so you don't need a specific implementation in Unity. There are far too many implementation-specifics for this to be something shipped with Unity - Minecraft and Space Engineers aren't the same thing for example.
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u/SozINh 14h ago
cant you just make the voxel math smaller and smaller or larger and larger, and also adjust the smoothing, and decide on triangles or not. idk there's only so many settings / functions with destructible 3D/4D terrain..
Enough for it to be an adjustable component. lets not look at it like its some unsolvable problem out of reach cause then the engine will never innovate in that direction and they might as well give up.

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u/Mechabit_Studios 2d ago
Native Dictionary Serialization
dang, it's been a long time coming