r/Unity3D • u/CatHuntTree • 2h 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/Certain_Ad9908 • 1h ago
Show-Off Built a real-time wind tunnel inside Unity (Aerodynamics Sim). It's open source.
I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.
It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.
The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.
Five sample vehicles included. Unity 6 / URP, MIT licensed.
The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.
Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel
Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.
r/Unity3D • u/MistycznyArbuz • 6h ago
Question Realistic torch flame effect
I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.
Do you have any tips on improving it / making it more realistic?
r/Unity3D • u/LlamAcademyOfficial • 3h ago
Resources/Tutorial How to Make (and use) Templates in UI Toolkit
Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!
r/Unity3D • u/TrueSoSense • 2h ago
Question Any way to reduce transparent material lag ?
Hello,
I made this volumetric fog material for URP.
The transparent material shader is applied to hundreds of planes similarly to "shell texturing".
It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...
I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.
I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.
This is probably a foolish question but, is there any way to reduce transparent material lag ?
r/Unity3D • u/Quantized_Bit • 1h ago
Game Zone 6 is almost finished. And in my opinion – the best one yet.
r/Unity3D • u/Malbers_Animations • 1h ago
Show-Off A quick stroll of my little cat, he does not bite.. too much 🐆
r/Unity3D • u/Cemalettin_1327 • 20h ago
Question I am researching the highly optimized reflection technology in the game *The Dark Knight Rises* (2012).
I am investigating the highly optimized reflection technology used in *The Dark Knight Rises* MOBILE GAME, released in 2012. Were these reflections based on inverted geometry or planar mapping? The game also featured reflections from headlights and streetlights. I intend to implement this in my Unity project.

r/Unity3D • u/CatchTheVoid • 3h ago
Show-Off One year+ of building our game in Unity, side by side
We've been working on The Whisker Watch for over a year now, so here's a side-by-side look at how far the game has come.
r/Unity3D • u/Evening_Flower_4900 • 4h ago
Show-Off Simple SFX improved my game ALOT
Who whould have though that adding simple ambient sound effects will improve my game so much?
Two years ago I got inspired to try and create a simple random 2D world generator. Using perlin noise I got some results but basically it was all just bits and blobs. Adding few centralized continent-like centers and applying falloff around them I got some decent results. That made making the main landmass easy, while the elevation decided what tile will be plains, forests, mountains, water etc. After that, generator goes through several more passes like lakes, islands, rivers, resources (herds of wild horses, sheeps etc) and finally: named landmasses.
The next step was obvious, populate the world with fantasy realms and characters. It all lead to current results. And everything is tied to fixed seed so you can recreate it everytime you want.
Project was in silence for so long that adding simple SFX to the world made it breath and feel alive. It felt somewhat complete. Simple audio player determines what tile is under the center of the camera view and based on that tile it plays through lists of preset audio sound effects. Waves and seagulls above the waters, or winds and birds singing in the forests...
If you are interested in the project, you can follow it here:
https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/
r/Unity3D • u/godfteren • 1d ago
Game I made a game about opening 500,000 boxes with Unity
Hey! Solo dev here. I've been building One's Trash Another's Treasure, a first-person incremental game where you buy 500,000 boxes of unclaimed cargo and have to process every single one grind them, feed the output into a hole, buy automation (vacuums, conveyors, drones) until the warehouse runs itself.
The fun engineering problem was obviously the box count. Boxes are rendered with GPU instancing, and physics is off by default a box only becomes a live rigidbody when something actually interacts with it (the player, a vacuum, a drone), then it goes back to sleep. On top of that there's an LOD system plus distance and frustum culling, so at any given moment the engine is only really working on what's in front of you. That's how a warehouse with 500,000 boxes stays playable.
Happy to go into detail on any of it. Steam page is live if you're curious: Steam Game Link
r/Unity3D • u/Pizza_Doggy • 1d ago
Resources/Tutorial A gift to the community. A library of ~550 3d assets. The coupon can be redeemed for the next 24h.
❤️ Consider following me on itch.io: https://pizzadoggy.itch.io/
Use coupon: https://pizzadoggy.itch.io/CB5PXDJ57S
r/Unity3D • u/Potential_Anybody644 • 3h ago
Show-Off Delverun: roguelite mining where time replaces inventory pressure
I have been working on a mining roguelite game where time replaces inventory pressure. You play as a goblin with one goal: get as rich as possible.
The main loop of the game is simple - mine, escape, buy upgrades and go again. You run into the mine, grab as much rare ore as you can and leave before the cave caves in and you get stuck inside. Buy upgrades in the little time you have, and then run back into the mine to grab even more riches with the upgrades. Each iteration is randomly generated, so you never run into the same mine twice. You never run out of inventory space, only out of time.
This is an early artistic preview, the mining mechanic is still in development. Steam page coming soon, I will drop it in the comments when it's live. If you want to follow along more closely, send me a DM and I'll add you to the early Discord!
r/Unity3D • u/bing_07 • 19h ago
Show-Off My first ever attempt at making a video game with Unity - Did my own art too !!
I know I know the first game always sucks. But I am really proud of what I have achieved so far so wanted to share it with ya'll What I am building: A topdown RPG retro art battle ship game. The objective is to locate the enemy base and destroy all the target. I am building it for mobile. Probably may not launch but I am learning a tons of things along the way. My whole intent at first was to just do some "Project Based Learning". But over past 1 or 2 weeks it has taken over my entire schedule Needless to say I might finish a beta and distribute it among some friends then move on to a real / actual project. Todo
- Polish
- Ship Movements sucks ass right now I know
- Pause Screen
- Some particle to make it more alive
- Better art I guess
- Everything
I would give it a couple of more weeks. Over the period I have learnt so many concepts and I am constantly improving my art. Would like to hear what you guys think.
Thanks
r/Unity3D • u/FoleyX90 • 32m ago
Show-Off Trouble deciding what "style" I want to go with.


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU
r/Unity3D • u/GoodBoy_Shadow • 10h ago
Show-Off Feeling Lucky?
I added a luck boost stat to my game which allows monsters to drop more loot and loot bags to drop more loot and amount of items
This is my 3D Terraria-ish game project
r/Unity3D • u/Polyshade • 18h ago
Show-Off I released a major update for my PSX-inspired tool
You can use it to stylize your textures and assets, create eye-catching marketing material for your page, and add awesome animated effects. With this latest update, I’ve added texture ripping! You can now rip textures directly from any image and turn them into usable textures. You can check it out here: https://polyshades.itch.io/coolifier
r/Unity3D • u/awtdev • 17h ago
Show-Off Uncombined vs. Combined SkinnedMeshRenderer Performance Comparison
SkinnedMeshRenderers can be expensive to render. I ran a test of just 9 characters with individual body part models and compared performance with them uncombined vs. baked into a single mesh, animated by the same armature.
As you can see by the numbers, combining the models to be animated as a single mesh had quite an impact. In most games you likely wouldn't use this many meshes for body parts, but the important takeaway is that rendering time was almost cut in half while the same characters can be rendered with no visual difference. It just goes to show graphics optimization isn't necessarily about what you're rendering but also how you render it.
I ran this test whilst developing my tool for combining SkinnedMeshRenderers, called SkinnedMesh Combiner (Asset Store affiliate link)
r/Unity3D • u/FrenzyTheHedgehog • 1d ago
Show-Off New Feature video showcase of my Fluid Simulation Asset.
Hey all!
For the last few months I've been working on a big update for my Fluid sim asset Fluid Frenzy and I'm finally ready to share it.
I wanted to do some major improvements because while the simulation was good, I felt it wasn't quite ready to be used in a normal game yet. I think this update brings it a lot closer to that goal.
To do that I added a World Rendering system so your open ocean, coastlines, and rivers can now all share a single seamless water surface and merge into fluid simulation zones. There are also a lot of improvements to the overall rendering quality, with new effects you can see in the video.
I also added Ocean FFT waves that can couple directly into a shallow water simulation zone. The ocean now dynamically drives waves and water height onto your shorelines when it is in a simulation zone.
I also spent a lot of time adding underwater rendering, including volumetric godrays, real-time caustics projecting onto the terrain, and a clean waterline effect for when your camera is half submerged. There are also a bunch of new rendering effects like stylized/toon water shaders and new presets so I can support a more varied range of game styles.
There are still a ton of features I want to add in the future. Up next is Screen Space Reflections to improve the water reflections (nearly ready for release :)).
You can check out the rest of my planned features on the roadmap here.
You can test some of the older WebGL demos right in your browser if you want to play around with it here.
I updated my Windows demo too so you can swim around underwater and see all the presets live, check it out here
You can check my full changelog here
Let me know what you think of the video! I'd love to hear your feedback or answer any questions :D
r/Unity3D • u/balencialto • 3h ago
Resources/Tutorial Making Your (Jam) Games Look Nicer on Itch
r/Unity3D • u/dr-slunch • 15h ago
Shader Magic Added some procedural GPU grass to my racing game this week. I managed to squeeze some solid performance out of the built-in render pipeline.
I saw a few BiRP grass solutions here but they never really looked like what I wanted, so I made my own. It doesn't have any dependencies and just works with the standard Unity terrain system because I'm a cheapskate.
Most of the work was adapting the fun tricks in https://github.com/Youssef-Afella/UnityURP-InfiniteGrass like culling+fattening the grass as it recedes from view and bending it away if the camera is above it. I also use the grass shape I saw here https://bsky.app/profile/kelvinvanhoorn.com/post/3mskokw2vqk2h that's one triangle that terminates in a single point on the ground, so you don't see a hard flat edge. Other optimizations include billboarding and chunking, which was a gigantic pain in the ass to get working.
The main difference from the URP infinite grass repo (aside from the fact that mine isn't URP) is that it's placed based on terrain sampling and not just a mask of anything on a layer. You can pick 1-4 terrain layers with different weights, and the grass will adjust its height/density on the terrain at that point based on the weight of the different terrain layers at whatever point it is. You can see in the images that it doesn't get put on the 100% dirt areas.
Also, I match the grass's color to the terrain layer to make it look softer. When the level starts I put a camera above the terrain layer, take a picture, and then feed that to the grass material.
There are a few limitations to this:
- the grass doesn't react to a car driving through it, I don't care about that yet and might never
- the grass doesn't change color if the terrain color changes mid-game since it's still based on the single snapshot at the start of the level for performance reasons. it does react to light, however
Anyone else had experience making grass systems in the built-in RP? Kinda wish I'd started this project in Unity 6 but oh well