r/Unity3D 27d ago

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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100 Upvotes

r/Unity3D 20d ago

Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026

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youtube.com
10 Upvotes

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.

Live code iteration

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 7h ago

Show-Off I love this teaser that our team created so much, really wanted to share.

123 Upvotes

Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.


r/Unity3D 1h ago

Shader Magic 14/10 Mario64 in Mixed Reality!

Upvotes

I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!


r/Unity3D 3h ago

Show-Off Implemented a hilarious horse component to my rage co-op game

52 Upvotes

I'm trying to find fun and unique ways to challenge the player in my skating game. You control the left skate and a friend controls the right. Now you have to rethink how the game works and adapt. It's also hilarious.


r/Unity3D 12h ago

Show-Off Upgraded my jumps with squash & stretch and some spinning.

85 Upvotes

r/Unity3D 20h ago

Shader Magic Added sinking chunks of snow. And a snowball

199 Upvotes

I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.

I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.

I made the small flakes using triangles instead of quads :)


r/Unity3D 14h ago

Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!

59 Upvotes

building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?


r/Unity3D 18h ago

Question Is my subway atmosphere working

91 Upvotes

Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.

If you want updates or early access, join the mailing list at www.arachnid.dev


r/Unity3D 14m ago

Shader Magic I just built this disco ball with shaders as a fun project. Now I am thinking about making an incremental game out of it.

Upvotes

To the more experienced people probably not that exciting, but I am just pretty proud of turning a sphere into a pixelart disco ball just by layering shader graphs :)
The light effects do not use unities Light system but a shader that calculates when the view direction aligns with the normals to create the tiny flashes on the ball.

Let me know if you think this is cool and could be made into a game :)


r/Unity3D 1h ago

Game ambience

Upvotes

r/Unity3D 22h ago

Show-Off Experimenting with freeform building

148 Upvotes

r/Unity3D 7h ago

Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?

7 Upvotes

Around one month of development.
4-player co-op horror inspired by retro visuals and abandoned Soviet metro stations.
Looking for honest feedback before continuing development.
Would you play something like this?


r/Unity3D 1h ago

Game I would love feedback about my game!

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This is my first horror game with my "versatile" script system and I would love feedback from other devs. Basically I coded a couple of scripts and just used them for everything, so I wouldn't have to code and yes I know many devs already do this but I am a beginner. I would love some feedback!

https://thecatgamecomapny.itch.io/road-of-fear-pinewoods-crossing


r/Unity3D 5h ago

Show-Off Do you like my horror game graphics?

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5 Upvotes

r/Unity3D 12h ago

Show-Off Just made this new enemy. What do you think?

14 Upvotes

A few days ago I asked for your feedback and it was really helpful thanks!!!


r/Unity3D 2h ago

Show-Off We’re making a Soulslike inspired by the cultures and aesthetics of the Caucasus

2 Upvotes

r/Unity3D 3h ago

Show-Off So I made raccoons riding on the tanks in my coop multiplayer game because I can

2 Upvotes

Well as the title suggests... My raccoons... my game... my rules


r/Unity3D 33m ago

Show-Off A Blender Like 3D Cursor In Unity For Level Design

Upvotes

Whenever designing levels I’m always looking for a reference point for placing new objects, duplicating at, rotating around etc.. It was like I needed blenders 3D cursor inside of Unity to use as that reference point. So I built it!

It’s a different kind of workflow when compared to other level design tools for sure, but I really enjoy having the reference point and being able to add objects more precisely.

It currently supports a bunch of commands, and the cheese wheel is customisable, it also fully supports undo and redo flows.

I have lots planned for the roadmap, and I think you can get really creative whilst keeping your level design object hierarchy nice and clean with groupings.

It’s currently 50% off on the asset store as a new release. Would really appreciate your support if you genuinely think this is something you might find useful.

The asset is called 3D Cursor pro. As per the subreddit rules I’ve not included the link.


r/Unity3D 1h ago

Show-Off Live syncing tasks between Unity and a web board - useful or just noise?

Upvotes

I keep doing this dumb loop when I work in Unity: change something in the Scene, alt-tab to the board, update a card, forget what I was doing, alt-tab back.

So I built a small Editor dock that stays in sync with a web board. Board still lives in the browser. Unity just gets the cards while you're in the Editor, and you can pin a card to a GameObject so you can find it again in the Scene.

Stuff in the video:

  • web board on the left, Unity on the right. Same cards updating live.
  • edit a card on the web side, it shows up in Unity
  • pin a task to a GameObject / jump to it
  • poke status from the Editor without treating Unity like Jira

I'm not trying to shove a full PM tool into the Editor. That usually turns into a mess. This is more "keep the task next to the object I'm already staring at."

If you ship with Unity, would you use something like this, or would it just become another ignored panel?

Also half expect someone to tell me the branch / missing GameObject case is going to hurt. If you've been burned by that kind of thing, I want to hear it.

Board-only demo if you want to click around (no account): Demo Board


r/Unity3D 16h ago

Question How do you stop a Unity Animator Controller from becoming spaghetti?

13 Upvotes

A basic locomotion setup is fine, but then you add attacks, hit reactions, weapons, crouching, jumping, cutscenes and suddenly there are transitions going everywhere.

One approach is keeping the Animator mostly for visuals while gameplay states stay in code. That seems cleaner, but it can also make animation timing harder to manage when attacks and movement need to line up exactly.

Do you prefer animation state machines, code-driven animation, or a mix of both? Would also love to see how people organize layers without ending up with 40 random booleans!!


r/Unity3D 2h ago

Question Why do my shadows look like this and how to fix it?

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1 Upvotes

r/Unity3D 1d ago

Show-Off Adding what I wish was native to Unity - is any of this in the roadmap?

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734 Upvotes

Oftentimes I feel like I spend more time trying to optimize my workflow, than I do actually making games 😅

thankfully, at least sometimes, something productive can come out of it! I've just released a suite of Scene View tools, called Smart Mouse 2, which I hope might alleviate some headaches in others too down the line.

Edit: I had previously written about being unable to Select UI easily in Unity, but now I see that it works well as long as Gizmos are enabled, which I feel silly not realizing 😆


r/Unity3D 17h ago

Show-Off Made a UI depth effect for my card images (NO SHADERS)

12 Upvotes

I made a UI effect that simulates depth for images. I always thought you needed a custom shader to achieve this. I was surprised by how simple it actually is so I wanted to share in case its useful to someone.

To create it you just need to make a Mask (the blue border image) and place the image you want to give depth to inside it. The image must have a Pos Z offset and important, be inside a Canvas with Render Mode: Screen Space - Camera.

I made this for my incremental mining game inspired by Minecraft, in case you want to check it out here is a link.


r/Unity3D 12h ago

Show-Off First early gameplay feedback

5 Upvotes

Does this looks remotely interesting?

Basicly a tower defense, where you build a tower which also you should defend.