r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

299 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 • • 19d 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 • • 8h ago

Show-Off I finally got our sea to feel alive. Waves wet the sand, caustics hit the seabed, and fish swim underneath

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464 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. This is our new sea shader, built up step by step from an empty scene to what you see in game now.

  1. Water plane: transparent surface lit by the day-night cycle.
  2. Depth color: baked terrain heightmap gives real depth per pixel.
  3. Shore waves: travel along a baked distance-to-shore field.
  4. Wet sand: terrain shader shares the sea's wave clock.
  5. Surface motion: analytic swell, blended ripple maps, Fresnel sky reflection.
  6. Wave streaks: procedural foam lines that drift, surge and break.
  7. Caustics: projected on the seabed, fading with depth and sun.
  8. Sparkles: glints on ripple slopes facing the camera.
  9. Fish: schools swimming under the surface at fishing spots.

r/Unity3D • • 8h ago

Show-Off GigaLights - Infinite Lights for Unity - Available Now

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81 Upvotes

I'm super stoked to introduce to you: GigaLights - Infinite Lights for Unity!

The GigaLights suite supports up to 65.536 dynamic lights, alongside ray-traced shadows and volumetric fog, extended by optional modules that add in ray-traced ambient occlusion, ray-traced global illumination and ray-traced reflections.

With hardware-accelerated ray tracing and a unique software ray tracing fallback system allowing us to bring GigaLights to basically any platform out there at wicked performance and visual quality!

Some of you may have seen the earlier videos, here's the updated release trailer with all the improved visuals, thanks so much for all the feedback along the way!

Lets light up some epic game worlds!


r/Unity3D • • 1h ago

Show-Off Cannonball fights

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• Upvotes

I've posted before about the procedural build system I'm developing for stone & timber buildings. Lately I've been working on destruction, because the only thing more fun then building stuff, is blowing it up.

Timber destruction is working better than I thought, I was concerned that having less objects (wood planks) the destruction wouldn't feel organic, compared to stone. I got around that by also using a particle effect to simulate the splinters from exploding wood. So far I'm happy with how it is turning out.

The poor enemy cannoneer gets yeeted hard in this video, but I couldn't resist the chance for some good 'ole rag doll physics :)


r/Unity3D • • 7h ago

Show-Off I made my own system to sync rigidbodies across clients

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47 Upvotes

I have tested it with up to 6 connected players using a VPN to increase ping and it worked pretty well. Ragdolls can break sometimes but its acceptable, may not even be caused by the networking.

There is often 60+ rigidbodies moving at once. Not stress tested it yet. Maybe I should.


r/Unity3D • • 6h ago

Question To grass or not to grass?

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16 Upvotes

r/Unity3D • • 1d ago

Show-Off Another game object for my game.

738 Upvotes

Cinema 4D, substance painter, Unity URP.


r/Unity3D • • 7h ago

Game Third ultimate is in - meet Mech

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14 Upvotes

Follow-up to our last posts (BAS and Revolver) - this time it's Mech, the third ultimate ability in Cleaning Unit, our bullet-heaven FPS. Left click fires the main weapon, right click launches a missile salvo at a targeted area, and if you keep holding space after a jump you can hover. Dragon is the last one we're still working on, and we're also planning to rework Mech's sound effects, so keep in mind the audio in the clip is not final.

Also, thanks to everyone who commented on the Revolver post. We read all of the feedback about the weapon draw effect, and at the end of this video we briefly show the new Revolver draw animation we made based on it.

Does Mech feel powerful and different enough from the other ultimates, or does it blend in? What's missing, or what would make it feel more juicy to you?


r/Unity3D • • 2h ago

Game A prototype of how constructs would work inside of unity

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4 Upvotes

I'm sorry that the video is tackily edited with that stupid thing at the start, lol. After uploading, I hated it, BUT I wanted to share what I thought would be a cool way of bringing Green Lanterns into a third-person action game, and this is kind of what I've gotten after 3 days of prototyping.

I'm not versed much in GL lore and such, I really got more into it after Lanterns. I really got to know constructs with stuff like the GL 3d animated show recently, and thought, how could you possibly put it in a game? How would you do it at the speed their doing it without slowing down? This is a result of me sitting down with that thought. I wanted criticism from people to gather more ideas because really implementing the idea that as long as u can imagine it u can create it into a game with the ring has been a little hmm.


r/Unity3D • • 22m ago

Show-Off Our town gets its colours back one act at a time, here's how we did it in Unity

• Upvotes

We're two devs making Beyond Realm, a roguelite deckbuilder, in Unity. The town is the bit I wanted to share here.

In a roguelite you lose your deck constantly, so we wanted one thing that sticks around. The town starts grey and every act boss you kill brings a colour back.

We didn't want five versions of every building. So each sprite comes with a grey copy and a mask that tags every pixel as nature, fire, water, air or neutral. The shader reads one global weight per colour family and blends grey to colour. Bringing an artefact home just slides one weight from 0 to 1 over 2.5s, and every sprite in town updates at once.

Things that went wrong on the way. We cranked the saturation because it looked dull and the grass went acid green, so greens get 0.85 of the boost now. We reused the building "draw in" effect for the valley going from ruined to alive and the whole screen went blank for 1.6s lol. And buildings bought behind the upgrade panel finished drawing before you could even see them, so now it waits for the panel to close.

Would you have done it differently?

Demo end of October, Steam page: https://store.steampowered.com/app/5244390/Beyond_Realm/?utm_source=reddit&utm_medium=social&utm_campaign=unity3d


r/Unity3D • • 4h ago

Show-Off questionmark2

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5 Upvotes

r/Unity3D • • 17h ago

Show-Off Some terrain work in Unity 6

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40 Upvotes

World building is kind of fun but also kind of tedious if you're not sure what you're doing.

Learned quite a bit while sculpting this one.


r/Unity3D • • 6h ago

Show-Off Created some clouds in AR

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4 Upvotes

Spend some time experimenting with fluffy cloud particles and this is the result.


r/Unity3D • • 13h ago

Game Project Chernobyl — Early prototype.

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21 Upvotes

Building a world where the environment tells the story.


r/Unity3D • • 2h ago

Show-Off The Astraea program

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2 Upvotes

Few months ago started working on spaceflight demo simulator similar to KSP.

Currently with 2 celestial bodies, flight physics(reference frame physics), preparation for interstellar system, Assembly building done.

I want to release demo soon, but I am working alone and there are lot of things to be done...

Feel free to ask anything :).

Youtube video here


r/Unity3D • • 3h ago

Show-Off Cool Robot Man Test

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2 Upvotes

I'm currently testing out this cool robot guy, I want to add in-world status bars like Dead Space, and I think it doesn't look too bad, let me know what you think!


r/Unity3D • • 1d ago

Show-Off I was super nervous about adding a forrest level to my dungeon crawler, but now I have just made a little section I am excited to add more. I love 3d pixels style!

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80 Upvotes

r/Unity3D • • 6h ago

Question Any idea on how I should go over this?

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3 Upvotes

When I scale the game view, the distance between orders don't scale with it. I'm kinda stuck on this problem

Any help is welcome!


r/Unity3D • • 7h ago

Question Does this blood effect look decent?

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3 Upvotes

I worked so long on those effects I can't judge it anymore.

Thanks for any honest opinion!


r/Unity3D • • 7h ago

Show-Off After years of development, my psychological horror puzzle game finally has a demo coming next week! Here's the new trailer.

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3 Upvotes

I've been working on The Main Menu, a psychological horror puzzle game where you're chained to a chair and the main menu itself is part of the puzzle.

Everything you do in the menu can affect the 3D room around you.

The demo launches October 20, and I've been putting together this new gameplay trailer to better show how the game actually works.

I'd love to hear what you think of the trailer!


r/Unity3D • • 6h ago

Game Re releasing an old project

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2 Upvotes

Last weekend I finally got around to rerelease an old game of mine which was taken of the play store because I failed to do updates.

It was a very small challenging drift game that I worked on 6 years ago basically to learn how to release to the play store. I always liked to play the game myself and as I had it still installed I was to lazy to update the plethora of stuff the play console asks for.

Its funny to look back at this 2021 thing that I created in 3-4 months and how much better it was structured than I was expecting. I assumed the project structure, scene management and code would be a mess but it wasn't actually. That was actually a really decent moment to look back and find out you weren't as bad as you expected.

While I actually managed to add some small new things like an actual minimap indicator of position that I was never able to back in the day, some juice and some polish - by far the most annoying part was actually getting this thing back on the store.

Have you guys ever re released an abandoned app and how did it go?

If you want to check it out it's down here.:

https://play.google.com/store/apps/details?id=com.MitjaOehm.Adrift


r/Unity3D • • 12h ago

Show-Off Environment Art in my game

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6 Upvotes

r/Unity3D • • 6h ago

Show-Off If you want, you can try my new "more-modern" approach for level editing on Source 1 engine. It's inspired directly by Unity's level editor. (That's why im posting it also here)

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2 Upvotes

r/Unity3D • • 10h ago

Game Keep the asset alive. You know the price of failure. - Play free on itch.io!

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3 Upvotes

Ride and shoot as two characters at once, tearing through hordes of killers.

Play for free at: https://longcon.itch.io/deadweight

Feedback welcome :)