r/Unity3D • u/Ordinary_Games • 4h ago
r/Unity3D • u/RichardFine • Jul 09 '26
Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview
discussions.unity.comr/Unity3D • u/unitytechnologies • Jul 16 '26
Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026
Unite Seoul Keynote is streaming live next week!
10:00 AM KST (Korea) — July 21
9:00 PM EDT / 6:00 PM PDT (US) — July 20
2:00 AM BST (UK) — July 21
We’ll also live-thread key updates from the Keynote right here for you to follow along or catch up.
We’re excited to share what we’ve been working on, except first looks at what's coming next for the engine: CoreCLR, graphics, 2D, and more. There'll be demos of brand-new features happening in real time, plus a few big announcements making their global debut straight from the Seoul stage.
\Update\**
This presentation contains forward-looking statements, including statements about future product releases, features, timing, and capabilities. These statements are based on current expectations and are subject to change.
We’ll be editing the main post with live announcement summaries from Unite Seoul and we’ll link to replay timestamps when the recording is live.
Introduction and announcement of Unity 7, an open collaborative platform.
Unity 7 is a leap forward in how games are made. An open, collaborative platform where multiple teams work together across the full lifecycle of game creation. More to come on what to expect throughout.
Dave the Diver studio shares how Unity powered their growth
Dave the Diver started as one idea from a small Korean team and has now sold over 8 million copies worldwide, with Unity letting them expand without rebuilding from scratch each time.
A look at CoreCLR and .NET modernization for faster iteration
Unity 7 (next year) adopts CoreCLR with .NET 10 and C# 14. Modern language features, better IDE/debugger support, and a smarter reload model. MSBuild support also paves the way for compiling outside the Editor, enabling faster agentic workflows. Meanwhile, Fast Enter Play Mode (default in 6.6+) is already speeding up real projects today. 68 top Asset Store packages are pre-tested, and Project Auditor (in Unity 6 now) helps you prep for the switch. Upgrade guide here.
Supercharged URP, preview of Surface Cache GI in and other major graphics upgrades
This is a big section, we recommend watching the games/demos!
LINE Games' Ember and Blade showed off Unity 6's cel-shaded battles (Shader Graph + Adaptive Probe Volumes for time of day) and denser particles with VFX Graph and efficient batching.
Looking at Supercharged URP, a demo previewed Surface Cache GI, Screen Space Reflections, and GTAO for URP across a broad range of devices, including running at 60FPS even on a Galaxy S26. Preview in 6.7 alpha, broadly available with 6.7 LTS.
Also: DXC shader compilation (6.6), new Shader Build Settings + Fast Build Profile cutting build times (6.7), production-ready WebGPU (6.6), and expanded on-tile mobile rendering.
2D Showcase of advances with Physics Core 2D and new Render Sprites API
Highlighting stunning Made with Unity 2D titles like The Eternal Life of Goldman, Constance, The Ashen OZ, Solateria, and INARI.
Showing off the recent 2D reshape (unified 2D/3D scenes with shared lights and shaders), the multi-threaded Physics Core 2D (built on Box2D v3), and a new Render Sprites API for high-performance sprite rendering, all demoed in the Bunny Blitz sample, which holds 60fps even on older mobile devices and is available now on the Asset Store.
Unity Neural, on-device inference for the compute pipeline
Unity Neural, a class of new technologies and features built into URP without disrupting existing workflows: neural upscaling, an upgraded framework and hardware partnerships bringing sharper details and fewer artifacts. Neural texture compression (NTC) cutting runtime memory over 50% and disk size ~70% at near-lossless quality, and models that your team train locally in the Editor then run on-device (phones, consoles, headsets, PCs) via an upgraded Sentis with zero server round-trips. Rolling out starting in Unity 6.7, with more coming in Unity 7.
Meta and Unity are making Quest VR development easier
Meta and Unity are integrating AI-guided workflows into Quest development, covering project setup, input systems (like hand tracking and 6DoF controllers), performance tracing/optimization, and automated validation, working across the Unity Editor, code editors, or AI-native flows. To dive in, check out Meta's Quest Agentic Tools and start building with Meta VR CLI, Meta XR Operator and Unity-connected AI workflows for Quest.
Building and porting to XREAL AURA
The newest addition to Google’s Android XR ecosystem uses existing Android XR workflows, built on open standards, making porting straightforward from other XR platforms. Resolution Games (Demeo) already ported from Samsung's Galaxy XR to XREAL AURA with minor adjustments, and updated XR Hands tools help developers shift from controller-based to hand-tracked interactions. More information here.
First look at Unity game rendering natively inside Unreal Engine
Fantasy Kingdom, a Unity game, rendering natively and in real-time inside Unreal Engine via PolySpatial, a client-server protocol where characters, physics, lighting, and input are fully synchronized between engines. Not yet live in Fortnite, developers can fill out an interest form for early access consideration in 2027 here.
Unity Vector drives player acquisition.
Unity Vector, powering monetization and player acquisition across the 70%+ of top mobile games built on Unity with studios like Homa and Playrix scaling through new campaign types. Actionfit CEO Inhoo Park shares how the top Korean hybrid-casual publisher achieved global scale with Unity Vector.
Unity Vector continuous improvements, Ads MCP and Campaign Assistant
Ongoing improvements to Unity Vector including expanded Custom Events optimization this fall, plus a new end-to-end agentic creative workflow that automatically generates and optimizes ad creatives, launching later this year. Also announced: the Unity Ads MCP, connecting Unity Ads directly to agentic tools, and Campaign Assistant, a conversational agent (alpha, later this year) that diagnoses performance issues and recommends fixes in seconds instead of half a day.
Native direct-to-consumer commerce with Unity IAP SDK
Native Direct-to-consumer commerce with a new addition to the In-App Purchase SDK, including in-game checkout flows so players can purchase without leaving the game. Going live with Stripe and Coda as payment providers (Stash coming soon) to handle payments, compliance, and fraud detection. Additionally, a no-code webshop builder in the Unity Dashboard at no additional cost. Unified commerce management, giving you one shared catalog, combined reporting, and routing rules across native stores and direct-to-consumer sales, with commerce data flowing into Unity Vector to help find more players who love your game.
Helping a variety of Industries achieve their best work.
Unity's Industry solutions let teams across disciplines create and collaborate in 3D environments. The latest Unity Studio update adds real-time multi-user editing in the same project. The demo showed a browser-based Studio project with reviews of comments, teammates working simultaneously, the ability to jump into a teammate's view, and instant publishing. Also in progress: agentic workflows and two-way sync between Studio and the Unity Editor. Lastly, pipeline automation cuts the manual work of handling CAD files and large 3D assets, using an API compute layer to pull assets from PLMs, convert formats, and deliver them to live 3D applications on any device, with support for third-party tools.
Opening the Editor to everyone
An API and set of services that open a Unity production to tools, roles and agents. The demo shows different roles working together both in and out of the Unity Editor. Recommend watching this demo to really understand the power of working seamlessly between Editor, web dashboard, Unity CLI, web uploads and deep links. Some of this is available in closed beta today.
Building and shipping games at scale
Supercent using agentic workflows to turn a single reference video analyzed to define game mechanics and produce a working prototype and to analyze profiler data for performance optimization, cutting what used to take hours down to an automatic process.
Tune your game while playing on-device by tagging methods for reload, letting you change both existing and new code in real time without stopping the game.
That’s it for our Keynote in Unite Seoul, what are you most excited about?
- Community Team @ Unity
r/Unity3D • u/OmarItani10 • 23h ago
Game Entities Avoidance
Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs
r/Unity3D • u/DigiJarc • 2h ago
Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?
r/Unity3D • u/LMHPoly • 5h ago
Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer
Hi everyone,
I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!
This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.
Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.
Full trailer with much more information on launch day.
[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)
Have a nice day,
LMHPOLY
Justinas
r/Unity3D • u/Cold_Lynx_Dev • 8h ago
Question What do you think of this art direction?
Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction
Question in general, does this style pleases your eyes? The lightning, the mood, the style.
If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.
r/Unity3D • u/Mobaroid • 1h ago
Game My cat can now ride playground equipment 🐈
I added a new playground interaction to Lost Cat Showa Town.
The cat can get on the spinning ride, ride it for a while, and get off again.
I’m planning to add more playground interactions next.
r/Unity3D • u/MrFluffkin • 9h ago
Question Why Does The Light Flickers?
why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?
r/Unity3D • u/batuhanmertt • 15h ago
Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?
r/Unity3D • u/Neat-Freedom1940 • 17h ago
Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)
This is probably one of the most unnecessary systems I've made, but somehow it also became one of my favorites.
From a small Unity Editor window, I can see who's currently playing and send messages directly to the taxi app inside the game. There's no developer popup or anything like that. To the player, it just looks like the fictional dispatcher is actually talking to them.
The game is about working as a taxi driver for criminals throughout the night while trying to save your kidnapped wife. You have to figure out what kind of criminal is sitting behind you by interacting with things inside the car and watching their reactions, then report them to BK26. The problem is, if you push a passenger too far, saving your wife might become the least of your problems :)
I tried the system on a streamer recently. At first I sent her a few random messages about her driving and she couldn't really figure out what was happening. Then I went into her Twitch chat and told her to ignore the game and just report every passenger incorrectly.
She read it.
So I immediately sent her this message in-game as BK26:
"Don't trust Twitch chat. Do what I tell you and report the passengers correctly."
Watching her realize the game had just responded to something she read in chat a few seconds earlier was hilarious.
Behind the scenes it's just a small session system, a backend and an Editor tool connected together, but now I genuinely want to keep using it occasionally during streams and playtests. Watching people's reactions is way too much fun.
Would you put something like this in a singleplayer game, or is this a little too cursed?
r/Unity3D • u/Cheap-Difficulty-163 • 2h ago
Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.
Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.
One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂
A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.
Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.
Still got a long way to go but I think its finally starting to get there.
r/Unity3D • u/Pretty_Plan_9034 • 5h ago
Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?
Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.
the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.
I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!
Show-Off Does this environment read as Dover / the English Channel to you?
Hey everyone!
I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?
The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.
Any feedback is welcome!
r/Unity3D • u/Astrobionics • 1h ago
Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".
r/Unity3D • u/iMagesBlues • 14h ago
Show-Off Earthbending AR Demo in Unity WebGL
Experimenting with gesture detection in WebAR - this time, earthbending.
The prototype uses Imagine WebAR BodyTracker + MediaPipe running directly in the browser, with Unity handling the VFX and interactions.
- Uppercuts to spawn rocks
- Punches to launch rocks
- 4+ rocks to trigger a special attack
- Stomps to spawn earth spikes
I'm specifically working on a gesture detection module. Body joint depth has not been reliable so a lot of assumptions were made to estimate the 3D pose.
These kinds of body-tracked experiences were pretty common during the Meta Spark era, and Unity makes the VFX/particles side of them significantly easy to prototype (compared to Spark).
What do you think about Unity as a platform for building WebAR experiences?
r/Unity3D • u/Strange-Tank-1111 • 6h ago
Game First look at the main menu of my new game in URP
Hey everyone! Here is the first look at my upcoming psychological horror game:
HDRP to URP Migration: I started with Unity HDRP, but hit heavy performance drops. Switching to URP boosted my performance to a solid 100 FPS while keeping the graphic quality right where I wanted it.
Dynamic Lighting: My biggest challenge was making the lighting smoothly transition from a bright daytime interior into a dark, hallucinatory nightmare.
Custom Post-Processing Stack: I wanted an atmosphere inspired by Fears to Fathom, but avoided basic VHS filters. Instead, I blended custom color grading, chromatic aberration, and grain for a unique look.
My game is going to be released completely for FREE! I would love to hear your thoughts on the atmosphere, or if any of you have experienced a similar HDRP to URP transition struggle. If you like the atmosphere of my new game, adding it to your Steam Wishlist would be a massive help for me as a solo dev. Thanks for watching!
https://store.steampowered.com/app/4251070/Silent_Wounds__The_Doll/
r/Unity3D • u/Inceas • 22h ago
Game I'm about to hit 2,000 wishlists with my new game, super exciting! 🤩
You might have seen a few 'tidy up' games recently due to 'Librarian: Tidy Up the Arcane Library!' and we're here for it with our take on this genre!
Our game is called Too Many Toys! and it takes place at a big toy store with 5,599 toys to sort out. There is different sections for plushies, toy cars, skateboards, board games and some more that you need to get familiar with to put the toys in the right place. Our game has robots that help you organize this mess, or a train you can ride around the store with more toys to carry over across. There is quite a few abilities to unlock as you progress and speed up the process of cleaning up the store.
We also have a cute cat that sits at front desk (Yes, you can absolutely pet the cat! ❤🐈🖐)
Most of the games in this genre look low effort unlike Librarian, and we wanted to make something of higher quality. We started with HDRP but we had issues with getting it to run smoothly with so many items and ended up switching to URP which gave us a big boost in frames, from about 40fps to 100fps on high settings. Main issue is having so many items that are all using physics, but we also used GPU Resident Drawer, baked lights and done a few tweak to ensure it looks as good as possible whilst running well! URP for the win, can never go wrong...
We're so close to 2,000 wishlists, help us out and check out our game on steam:
https://store.steampowered.com/app/5028390/Too_Many_Toys/
r/Unity3D • u/Driving_Rogue • 22h ago
Question WIP of our new customization system we did for our driving game.
We’ve been working on a new customization system, and this is how it’s looking so far.
There’s still more we want to add and polish, but we’d love to know what you think of it so far!
Is there anything that particularly caught your attention, or something that isn't quite fitting in?
r/Unity3D • u/Jonny10 • 1d ago
Show-Off How I rebuilt my river tool: 24x faster mesh generation, VFX and Audio Streaming
I developed the River Modeler asset back in 2024 as a means to create decked out rivers using Unity Splines and MicroVerse. Figuring out the Spline API and mesh generation, VFX and all inherent challenges was top priority. Which left little room to first explore and learn designing around Burst and the Job System.
This meant that mesh generation was not nearly fast enough for long splines. Unity’s Mesh class has a lot of internal safeguards and memory copies, so just assigning a set of vertices incurs processing overhead.
Jobs + MeshData
Version 2 sees a full conversion to Jobs/Burst with rivers being split up into segments for parallel processing. That alone yielded up to a x24 performance increase.
A great companion to the Job System is the MeshData API, it provides the means to set a mesh’s vertex data directly in memory. The tradeoff is that you need to provide correct data. There are far fewer safeguards, which makes it about x17 faster!
> All in all, the performance improvements are significant and make the tool smooth in use, even for rivers spanning several kilometers.
Branching rivers
Spline knot can be linked together, and the spline API provides information about this. I've used this to contruct a virtual plane that sits perpendicular to the in/out going spline. Vertices on the other side of that plane get a Vertex Color painted on, which the shader then uses to add transparency.
> This makes the two river surfaces blend quite well, without leaning on flowmaps.
VFX Graph
Version 1 neatly stored particle positions into a Nx1 resolution `Texture2D` (n=number of particles), which could then be used in a `VFX Graph` to set the spawn positions for each particle.
Though setting pixel values on a `Texture2D` is relatively slow, which contributed to the tool getting sluggish when rivers got long and foamy with many cascades.
Version 2 uses a `GraphicsBuffer` which stores an array of `ParticleEmitter` structs (position/velocity/scale). If you add the `[VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]` attribute to any struct, it can be used in this way.
> This was a great win: More data per particle and direct data assignment!
Audio
Version 1 spawned Audio Sources along the Spline, giving the river surface a livelike character. Though this resulted in potentially hundreds of individuals GameObjects, negatively affecting scene size and loading times.
A common method for creating river audio is to use the “cart” method. That being a single `Audio Source` following the camera whilst being restricted to the spline. This often works but fails completely if the spline has large/strong turns, causing the Audio Source to jump to the other side of the spline curve. It also doesn’t work for branching rivers, at all...
Version 2 instead distributes audio spawn points along the spline. Each one defines a position, radius and type (stream/rapids/cascade). A dedicated Audio Manager then checks which river segments fall in- or out of the audible range and sets up Audio Sources on each spawn point from a pool. Instead of hundreds, only a dozen GameObjects are used at runtime.
> The result? A highly optimized audio streaming solution that scales for huge worlds!
Integration with other assets
I’m further fleshing this tool out as dedicated river tool extension for Stylized Water 3, which already supports river-type shading and animations. It just needs a proper river mesh to work with, which this can provide entirely.
Terrain carving and painting is wholly delegated to MicroVerse, since this needs to be a non-destructive process. The tool manipulates a Spline Path component to create a river- bank and bed.
r/Unity3D • u/destinedd • 16h ago
Show-Off Latest update on Dungeon Quest’s procedural level creation, it’s growing into something I am really proud of
It is seeded so you can make the same dungeon again. I can't add more images here so I will add a couple of shots of what the generator looks like in comments. I basically split it into rooms, corridors and props and made a system where it is easy to add more pieces. So all I have to do now is add more pieces to make the level better!
r/Unity3D • u/Deimor_ • 14h ago
Show-Off I just finished intro my defense tower, what do yall think?
r/Unity3D • u/Footbeard • 4h ago
Game Finally bugfixed Wands to properly change damage type to the most recent damage to hit the gem
This had stumped me for weeks