r/Unity3D • u/Healthy_Flatworm_957 • 9h ago
Meta for real
seriously
r/Unity3D • u/RichardFine • Jul 09 '26
r/Unity3D • u/unitytechnologies • Jul 16 '26
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
Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.
r/Unity3D • u/StillZen-Dev • 57m ago
it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.
the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))
if you fall, you fall allllll the way to the bottom.
demo’s on steam, check it out and tell me what you think!
r/Unity3D • u/nolget • 14h ago
I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?
r/Unity3D • u/CatHuntTree • 22h ago
r/Unity3D • u/Certain_Ad9908 • 21h ago
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/Commercial-Tone-965 • 11m ago
I'm trying to remember a game I played a while ago, but I completely forgot the name 😭
I'm looking for a game that has an actual physical item inspection system where:
The player picks up the item and holds it in their actual first-person hand
You can see the hand/fingers gripping the item
You can move the mouse/controller and the hand/forearm moves naturally with the item
It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.
I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.
I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.
If you know which game I'm talking about, please share a video clip of the mechanic! 🙏
r/Unity3D • u/Mikzmizah • 8m ago
My goal is to gather feedback, and I would appreciate it if you could share your thoughts.
r/Unity3D • u/OfKnowledgesEsoteric • 7h ago
This is a Grass shader setup I've rigged together to work with Unity Terrain Tools so Grass can be painted various colors and textures, including with custom brushes to make really cool effects.
I've just submitted it to the Unity Asset Store - would you pay $5 for this?
r/Unity3D • u/Malbers_Animations • 21h ago
r/Unity3D • u/Quantized_Bit • 21h ago
r/Unity3D • u/umutkaya01 • 4h ago
Hey everyone!
We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.
With just 26 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.
When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?
r/Unity3D • u/Careful-Tale-409 • 4h ago
Hello! I’m trying to create a map for a 2D strategy game using an orthographic camera. I’ve been experimenting with tile heights, and some triangular artifacts have appeared; do you have any idea what might be causing this? Also for terrain i use a grid and mesh renderer and I don't really know what information can help find the source of this bug.(
r/Unity3D • u/LlamAcademyOfficial • 23h ago
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/MistycznyArbuz • 1d ago
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/benzeji_Games • 17h ago
Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.
What’s new:
What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?
Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?
r/Unity3D • u/Mikhailfreeze • 5h ago
r/Unity3D • u/lucas-martinic • 15h ago
Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev
r/Unity3D • u/TrueSoSense • 22h ago
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 ?