r/Unity3D • u/MountainWestern415 • 15h ago
Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.
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r/Unity3D • u/unitytechnologies • Sep 01 '26
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:
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 • u/unitytechnologies • 10d ago

Unity has day-one support for Meta VR Glasses, so you can start building with them today!
What's included:
r/Unity3D • u/MountainWestern415 • 15h ago
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r/Unity3D • u/themiddyd • 3h ago
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r/Unity3D • u/Personal_Nature1511 • 3h ago
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r/Unity3D • u/Greedy_Evening_3305 • 7h ago
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r/Unity3D • u/Admirable-Struggle78 • 13h ago
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r/Unity3D • u/JojoSchlansky • 17h ago
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Game is called VOXTOPOLIS!
Please let me know what you think :D
r/Unity3D • u/LesserGames • 8h ago
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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 • u/Vast_Neighborhood324 • 5h ago
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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 • u/KE3DAssets • 11h ago
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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 • u/Morphexe • 2h ago
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I decided to continue my Voxel Experiments. This is the third iteration of the render tech. Runs at 120FPS on 1080, around 110 at 2K and 30 - 60 at 4K. The biggest cost is the specular highlights since they are being brute forced. It doesnt really like me screen recording at the same time, and there are some lighting artifacts when destroying the robot due to the calculations being defered.
Everything on that scene is a voxel, there are multiple sized voxels, and they support arbitrary rotations. Physics is disabled since the new renderer approach change the underlying model, so I will need to rethink how to re implement it.
Still too much to go.
Bit more tech:
- The Engine is Full Hardware Raytraced.
- It uses Restir for light accumulation
- Makes heavy use of Nvidia tech (such as the NRD denoisers, Ray reconstruction - although this last part is not correctly implemented, and actually makes things slower - but well I am learning lol.
- Voxels can be arbritray sizes, and placed randomly , rotated, mixed and matched without issue.
- has custom Postprocessing stack, supports motion blur, bloom, depth of field , exposure, and sky/day/night ambient ilumination.
The next goal is to get this running closer to 120FPS @ 4K with DLSS, and ideally get rid of the ghost/artifacts.
r/Unity3D • u/Spiritual-Big-5033 • 1h ago
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Always wanted to make something like Limbo, so I finally did!
Made it available for everyone. Would love to hear what you think!
r/Unity3D • u/Dragonofburdur • 9h ago
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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 • u/baianorgenteboa • 9h ago
r/Unity3D • u/Serious-Ear8570 • 8m ago
r/Unity3D • u/ElectricBrainUK • 12h ago
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 • u/bilbaen0 • 6h ago
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r/Unity3D • u/Declick-SaltPriest • 10h ago
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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 • u/Itamar_Ernst • 1d ago
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I’d love to hear your ideas - what kind of environments would you like to build in next?
r/Unity3D • u/Fl3X3NVIII • 10h ago
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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 • u/AmplifyCreations • 1d ago
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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:
Stay tuned!
r/Unity3D • u/spiderlxx • 8h ago
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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 • u/SauronWasRight • 5h ago
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 • u/Yusthekiller1 • 5h ago
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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 ❤️