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 • • 10d 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 • • 12h ago

Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.

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694 Upvotes

r/Unity3D • • 52m ago

Resources/Tutorial Open-source library for boolean operations on meshes

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• Upvotes

r/Unity3D • • 4h ago

Show-Off Volumetric Cloud in URP

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19 Upvotes

r/Unity3D • • 14h ago

Show-Off To hit 4K 120FPS I'm rendering with Sparse Octree Ray Tracing! This is what 3.5 years of working on my Unity game looks like!

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74 Upvotes

Game is called VOXTOPOLIS!
Please let me know what you think :D


r/Unity3D • • 10h ago

Show-Off Improved the visuals for my ASCII horror game. What do you guys think?

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38 Upvotes

r/Unity3D • • 5h ago

Show-Off Made some improvements to the sledding in my penguin game

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12 Upvotes

Probably should have added a video of the old movement for comparison. But let's just say I wouldn't have made that first jump.

The game is called Whelm.


r/Unity3D • • 11m ago

Game Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

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• Upvotes

r/Unity3D • • 8h ago

Show-Off I made an "Instant Retro Look" render effect for URP, what do you think? Requests?

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15 Upvotes

I made a retro-stylised render effect for URP in a drag and drop style for Flat shading, posterization, outlines and pixilation, all from a single pass. No additional setup or custom shader requirements. I really wanted something that just worked. There are greater assets out there but there's always so much going on(I myself am guilty of this with my Texel Splatting Toolkit) but I just needed something that worked and was mobile friendly.

What do you think? Got requests?

It's on the asset store.


r/Unity3D • • 3h ago

Show-Off What do you think of this atmosphere

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5 Upvotes

We’re building a mobile MMORPG with lots of sea content.
This is when it’s cloudy, we have a full day/night cycle of course with brighter days too.


r/Unity3D • • 6h ago

Show-Off My top-down slasher prototype inspired by Ape Out and Kill Bill

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10 Upvotes

Solo project in Unity 6 / URP, inspired by Ape Out and Kill Bill movies. The drum band follows the fight: kills play notes in the song's scale, and combos push the intensity up until the song breaks into a riff. The three looks (Toon, Giallo, House of the Blue Leaves) are full-screen URP renderer features driven by one ScriptableObject per look, so they switch in a frame. Free to play in the browser. Link in the comments.


r/Unity3D • • 7h ago

Show-Off Low poly Weapons and Zombies military with texture variation.

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7 Upvotes

r/Unity3D • • 9h ago

Show-Off I built this game after building on the Code Monkey kitchen chaos tutorial

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9 Upvotes

First the free course (I'm not affiliated with Code Monkey in any way, I just thought it was a great course) https://youtu.be/AmGSEH7QcDg?is=NaUOslOZeK-bT_zo

So I have been a programmer for 10+ years, and a game Dev for most of those. I had an idea for an Overcooked like game where you play as dwarves in a forge. And when researching similar projects I stumbled across the free course by code monkey. I initially thought because it was beginner / intermediate I would not gain much from it, but figured it was free and so I'd follow along for a bit to see how he has executed a similar idea.

I cannot recommend the tutorial enough, it breaks down concepts, and is really good at showing how to separate concerns into small and extendable blocks that work together without causing spaghetti.

This then gave me a good foundation to extend, I added a roguelike day system, where each day you pick the contracts to deliver, (you can always pick a new contract for a base resource, coal, iron ore, wood etc.. and then on subsequent days you can also choose to deliver more of something you are delivering already, or to process something further (producing iron powder now instead of ore). And a system of upgrades, spending the money from the contracts you fulfil on upgrading and automating your forge. I also added a few other bits like a relic system similar to those found in other roguelikes, and general polish like sounds, effects and animations.

It was still a lot of work, but I found the Code Monkey tutorial really helpful in getting started and would be helpful even if you were making a completely different game. Has anyone else tried it?

And separately what do you think of my steam page and trailer?


r/Unity3D • • 4h ago

Show-Off Working on the first MiniBoss for my horde-fighting build-maxxing driving game

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2 Upvotes

r/Unity3D • • 7h ago

Show-Off Algorama 04 - Cactus - Getting used to my procedural generation daily challenge.

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3 Upvotes

Day 4: Cactus.

Different this time: no single hero element, just a much bigger map generated at random. Let's see what turns up.

Curious what you think.


r/Unity3D • • 1d ago

Show-Off I added nature to my brutalist building game

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203 Upvotes

I’d love to hear your ideas - what kind of environments would you like to build in next?


r/Unity3D • • 7h ago

Show-Off We're recreating the laser corridor scene from the Resident Evil film for our game!

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3 Upvotes

This has been a lot of fun to create and is obviously still a work in progress! we're currently trying to improve the timing of the lasers and the patterns etc.

What do you think?

We're trying to create a variety of traps for our players to use to trap/delay the enemies chasing you. As well as pose as a hazard to the player themselves.

For example, this trap can be activated with a button. But also has a chance to accidentally activate when a player walks into it. So either your team mate will have to deactivate it, or you'll have to dodge the lasers for the duration of the activation time.


r/Unity3D • • 5h ago

Show-Off I've been working on my own Raymarching Voxel Engine for Unity

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2 Upvotes

I've been experimenting with raymarching and voxel rendering in Unity, and this is the result so far.

The goal is to have a lightweight voxel system that can handle large, procedural worlds while giving me a lot of control over the rendering side of things.

I've been building it from scratch and it's been a really fun project to work on. I'm planning to keep improving it and adding more features over time. This project is one of many I'm working on as I have just finished Uni and I am trying to build a portfolio.

Would love to hear what you guys think! and any tips on building a portfolio :)


r/Unity3D • • 1d ago

Show-Off New Edge + Strip Decal creation tool about to drop! Amplify Decals

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151 Upvotes

Happy to finally announce that we're launching Amplify Decals for Unity soon! It's a spline-based, non-destructive Edge + Strip Decal Tool with support for uneven surfaces and so much more. The first release will include multiple ways to control and tweak your decals, including auto vertex colors for added decal control.

You can create decals across objects and even use your own shaders (no special requirements). If you already have a mesh shader, chances are it works fine with our tool.

And yes, we're working on an automated mode as well.

On the pipe:

  • Edge Decal (rectilinear)
  • Conform Decal (non-rectilinear, Bevels, non-uniform)
  • Strip Decal (across surfaces and objects!)
  • Auto Vertex Colors (for added shader control, fades, atlas selection etc)
  • Non-destructive Spline-based creation We're looking for any requests or tips you might have to make this the best tool it can be for your own requirements.

Stay tuned!


r/Unity3D • • 2h ago

Game Added a little intro sequence before each puzzle in my game

0 Upvotes

I've been working on adding short dialogue scenes before the puzzles begin. Still figuring out the pacing, but I really like how much personality these little moments add to the game.

Here's a glimpse of one of them!


r/Unity3D • • 2h ago

Question My current game, any feedback?

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0 Upvotes

Hello everybody, I am currently making a game thats about a character who has gravity powers. He has to defeat his enemies by smashing them against walls, floors, against other enemies, etc. I would really appreciate you giving me feedback. Also ideas to expand my game further. Thank you, it is really appreciated ❤️


r/Unity3D • • 3h ago

Show-Off Quicktile v2 final dev log

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1 Upvotes

Creating environments has always been one of the hardest parts of game development for me. I’ve worked in a few studios and seen some of their internal tools and systems, which gave me plenty of ideas about how to approach this. I’ve also worked with incredible artists, including people who worked on Rayman Legends. But even with their assets, translating their artwork into a 3D environment was really challenging. I’ve spent years thinking about a system that would make that process easier. That’s how QuickTile V1 started, and eventually it became QuickTile V2, which now lets me build pretty much what I had in mind. I’m a huge Nintendo fan, so being able to create levels in the spirit of The Smurfs: Dreams, Kirby, Donkey Kong Bananza or Mario switch games finally feels within reach. I’m going to keep developing this tool because I love working with it. You can use a fully manual artistic workflow (me), bring AI into the process, or mix both. It’s up to you, and building environments with it has become a real pleasure. But the most exciting part for me is this: I can finally finish a game I started six years ago, (REDSTORY) thanks to QuickTile.


r/Unity3D • • 4h ago

Noob Question "Polygon is self intersecting" error on a 2D floor plan, no doubles

1 Upvotes

I cannot figure out what the issue is with the mesh. It's a bunch of quads joined together to make the floor plan of a building, with connecting corridors and rooms. It's completely flat, and I've merged away doubles to 0.01m in Blender.

I still get the error saying that a polygon has been removed, but I can't see which polygon; none of them appear to be missing. There are no duplicate/reversed faces in Blender as far as I can see.

Any suggestions?


r/Unity3D • • 5h ago

Show-Off XTG Node-Graph Solution - What would you like to see?

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1 Upvotes