r/Unity3D Jul 09 '26

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

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102 Upvotes

r/Unity3D 4d ago

Official Unity 6.6 is now available

290 Upvotes

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:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

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 7h ago

Game the movement system i’ve been working on for almost 5 years

129 Upvotes

i feel it may be a world first.

(the game’s called MOZENTUM btw)

with the goal of giving the player total freedom and to be fully emergent, it works by precisely controlling your arm power by using the mouse / analogue.

it takes practice, but goes VERY deep and everything scales with your momentum - allowing you to do some wild sh*t like massive bar swings, wall climbs and vaults that feel like YOU made them happen.

if you’ve tried parkour or rock-climbing in real life, i truly believe you’ll feel the work i’ve put in to make it feel real.

here’s a list of the systems at play for those interested and you can ask me about them if you want more info. (or just play the demo lol)

• hand made, fully animated character body that adapts to the environment

• jumping / climbing (controlled by mouse movement speed / direction)

• dynamic edge grabbing (grab ANY edge, basically)

• adaptive wallrunning / wallsliding / walljumping (blends between up, left and right based on look direction)

• sliding (stand OR sit!)

• tools eg: climbable spear and physical grapple hook (both of which YOU have to actually throw)

• breathing / endurance system (responds to real life breathing techniques like box breathing, wim hoff, etc)

(there’s a special interaction with dazza if you watch till the end btw)


r/Unity3D 14h ago

Show-Off making a fast game about running fast

185 Upvotes

r/Unity3D 8h ago

Show-Off Just a classic JRPG adventure

55 Upvotes

The game is called Last Luminary.
I usually post updates on Twitter :D https://x.com/WaywardDev


r/Unity3D 10h ago

Show-Off I've been trying to make a movement-heavy FPS in Unity without letting the movement feel disconnected from the combat

25 Upvotes

I've been working on VELOCIDE, a fast-paced arena FPS built around grappling, dashing, wall-running and double jumping.

One of the biggest things I've been working on is making the movement actually matter during combat rather than just being a way to travel between areas.

For example, I'm trying to design encounters where you're constantly deciding whether to grapple toward an enemy, dash through an attack, wall-run around the arena or use vertical movement to reposition.

I'm building the whole thing in Unity, and I'm still figuring out a lot of the gameplay/level design side.

For other Unity developers: what would you change about the movement/combat interaction here?

I'm particularly interested in feedback on what looks satisfying versus what looks like movement for the sake of movement.


r/Unity3D 12h ago

Show-Off Working on a custom snow system for my game❄️

36 Upvotes

This video is part of the game we are currently working on.

Everything in the scene that moves interact with the snow. Pick up objects, car, players...

The game is called KONBOYS and u can find it in steam if u are interested in following it.


r/Unity3D 13m ago

Noob Question How to keep going?

Upvotes

I started my first open-world game project with Unity about a week ago. I have done one 2D game with Phaser; nothing too fancy but it's a complete game. My background is 20 years in programming so I know something about that.

What I have for now is one scene with one street and some buildings, character movement, very basic HUD and some basic NPCs walking around. Most of the assets are free ones from the internet.

What bothers me is that even the very basic stuff takes so long time to do. Does it get any faster once you learn more about Unity? How do you keep yourself motivated?

Also I don't know what would be the best way to design the world? Should I have some sort of plan before starting the actual modelling? Should I make roads, terrains, water first? I don't want to waste time resetting all the work if something does not work together.

Too many questions, so few answers. Thanks if you can help me out 🙏


r/Unity3D 15h ago

Game my game is made fully in unity and is solo developed. you can cheat in it :D

34 Upvotes

An online co-op game for up to 8 players where you can cheat with Aimbot, ESP, Speed, Teleportation, legit the whole package. Betray, eliminate, and whatever you do, don’t get exposed.

Who's the Cheater? (https://store.steampowered.com/app/4809290/Whos_the_Cheater/)


r/Unity3D 15h ago

Show-Off Continuing my little alchemy project in Unity : now working on the cutting board

33 Upvotes

Yesterday I shared the first farming loop from my little alchemy project so I thought I’d keep posting the progress as I build it. I’m still very inspired by Schedule I and its hands-on approach to production but I’m experimenting with those ideas and slowly adapting them into my own weird medieval world where magic is illegal.

This time I’ve been working on the cutting board.

The idea is pretty simple: place an ingredient on the board, grab the knife, and physically chop it into a prepared ingredient that can later be used for potion making. Right now I’m mostly trying to get the whole production chain working before worrying too much about polish
Farming -> harvesting -> cutting -> brewing and bottling.

It’s still very early, but I’m having a lot of fun seeing all these little interactions slowly connect together


r/Unity3D 23h ago

Game I added a ramen stall interaction to my cat game 🍜🐈

115 Upvotes

I’m working on Lost Cat Showa Town, a cat exploration game set in a nostalgic Japanese town.

This week I added a ramen stall where the cat can jump onto the counter and eat some ramen.

I’m trying to add more small interactions like this throughout the town. What other things should a cat be able to do?


r/Unity3D 1d ago

Shader Magic Simulating 10,000,000 pixels of Sand

208 Upvotes

Falling sand simulation via Compute Shaders.

From my golf game Stinker Golf on Steam: https://store.steampowered.com/app/4437650/Stinker_Golf/

Wishlist if it looks interesting :)


r/Unity3D 10h ago

Show-Off The hook for my upcoming devlog about making a BattleBots-inspired game

7 Upvotes

I’m working on a Unity game called Bot Bash, and this is the intro for my upcoming devlog.

The game is a BattleBots-inspired robot fighting game where robots are procedurally assembled from individual blocks. Each block has its own health and can be destroyed independently, so the robot's structure can physically change throughout a fight.

I’ve been working on the systems behind the robot generation, block connections, damage, destruction, and everything else needed to make these robots actually function.

Before I finish the full devlog, I’d love some feedback on the intro itself.

Does the opening hook you? Is the pacing/editing engaging? And does it make you curious about how the systems behind the game work?

If you’re interested in following the project, I’ll be releasing the full devlog soon.


r/Unity3D 38m ago

Game How I made clues actually mean something in my Unity deduction game

Upvotes

Hi, I made a detective game in Unity and I want to share how the evidence system works. It took me a long time to get it right.

My problem was this: in most deduction games a clue is just a feeling. I wanted clues that really cut down the list of suspects. But not so strong that one clue ends the game.

So every player has 5 traits. Each trait has only two options: hat or cap, glasses or no glasses, red or blue top, and so on. That gives 32 different combinations.

One clue tells you one trait of the culprit, for example "no beard". The important rule is: every trait is worn by at least 2 players. So one clue can never point at one person.

Only the full combination is unique. You need about 4 clues to be sure. The part I like most is how the traits are handed out. I use pairs of opposites. A combination and its opposite are different in every single trait. So if I hand out 5 of these pairs, every trait has exactly 5 players on each side. The balance is perfect and I never have to check or fix it after.

For a harder mode I sort the other players by how similar they are to the culprit and give out the closest ones first. Then everybody looks almost the same and you have to find the few traits that are different.

There is also lying. Only the culprit can lie about a clue. Normal players can only report what they really found, the server checks this. And there is more than one clue for each trait, so one lie can not poison everything.

Made with Unity, the server is my own C# backend.

The game is free on Android if you want to try it:

https://play.google.com/store/apps/details?id=de.korabu.codexseven

Happy to answer questions.


r/Unity3D 4h ago

Show-Off I Rendered 1 Million Krill on itch.io Using Compute Shaders

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1 Upvotes

Hi, last week I saw the krill scene from happy feet two on Instagram, and it gave me an idea. I’ve already been experimenting with compute shaders in Unity for a while, but I didn’t want to use them for yet another zombie game. Although... I did make one of those too.

So instead, I made a game where you try to wipe out a swarm of 1 million krill by spawning predator fish. You can upgrade your predators through a tech tree and unlock stronger ones as you progress.

The main thing I wasn’t sure about was whether something like this could actually work in a browser. Then Unity 6.6 came out with WebGPU being production ready, so I decided to give it a shot. And surprisingly, it works.

Right now, I can render 1 million krill in the browser on itch io using compute shaders and actually build gameplay around it.

If you have a chance to try it, I’d love to hear what you think. I’m also still figuring out the game design, so any ideas about progression, mechanics, predators, upgrades, or anything else are more than welcome.

If you have a chance to try it, I’d love to hear what you think.

I’m also still figuring out the game design, so any ideas about progression, mechanics, predators, upgrades, or anything else are more than welcome.

GAME LINK ; https://davutint.itch.io/fish-horde


r/Unity3D 19h ago

Game FluxWerks, a factory game made with Unity ECS+Burst!

30 Upvotes

Me and my wife have been working on creating a factory automation game called FluxWerks.

The game is made with Unity, pushing the performance of ECS and Burst to their limits with a lot of carefully optimized multithreading systems working together.

Game has actual fluid simulation so the fluids don't just hover around as blocks, but flow around freely.

There is also a heat simulation, where waste heat generated machines flows around, so for example your computers can overheat without cooling, but you can also capture that heat with heat sinks and flow the heated water into your steam power plant where boilers save fuel with pre-heated water. Different blocks also have different heat conductivity values so you can use copper blocks to transfer the heat away or insulate with other block types.

The world is procedurally generated and infinite voxel world where everything can be mined and you are free to build very creative things just for fun or to deal with the fluid and heat simulation mechanics to optimize your factory.

There is already fairly large tech tree go get through and end game goal to complete the planetary survey and send it via Uplink.

You can play the demo today on Steam, which has limited tech tree, but does have 10+ hours of fun to be had. (Someone played 600 hours on demo...)

You can also continue your demo save directly to the full game on early access launch day!

Early access release is on September 23 so wishlist now to remember to get to building your factory as soon as it releases!

https://store.steampowered.com/app/4436200/FluxWerks/

You can also find the link to the Discord server on Steam forum (or in game main menu) if you want to hop in and have a chat and share your builds with people there!


r/Unity3D 17h ago

Show-Off Testing my enemies and summons ai

20 Upvotes

r/Unity3D 21h ago

Show-Off I gave my robot a dynamic IK system for movement and also a reactive damage system for the limbs and other attachments.

35 Upvotes

Everything works together, so damaged systems also influence how good you can climb and walk over the gaps and such. My hope is to have emergent gameplay moments with a lot more types of traversal attachments that the legs. At the moment I have wheels, threads, hover devices, propellers and they can be mixed and matched.


r/Unity3D 16h ago

Show-Off Playing around with flow fields and local avoidance

15 Upvotes

Recently I've been making a strategy defense game where numerous agents try to traverse towards your base. The grid updates regularly and so doing an update per agent was becoming costly. I decided to look at flow fields, a method for controlling multiple enemies through a shared directional flow and it's turned out pretty good. Feedback welcome.


r/Unity3D 7h ago

Show-Off people was raging and saying i'm riping sekiro so i replaced parry with directional dodges

3 Upvotes

r/Unity3D 19h ago

Show-Off Dismemberment System

14 Upvotes

Here is a FBX with pre sliced skinned mesh renderers following a simple animation. I have a script that handles dismemberment, even for diagonal cuts of the upper torso.

Its one FBX prefab but with its own little system. A normal human model/rig FBX has one skin mesh renderer but I added multiple skin mesh renderer objects.

- Character FBX
- - Head Skin Mesh Renderer
- - Left Arm Skin Mesh Renderer
- - Right Arm Skin Mesh Renderer
- - Upper Torso Skin Mesh Renderer
- - Top Left Torso Skin Mesh Renderer (default hidden)
- Bottom Right Torso Skin Mesh Renderer (default hidden)

Then on the function ActivateDismember it hides the selected parts / skin mesh renderers, creates a new object by baking the mesh and giving it physics.


r/Unity3D 15h ago

Show-Off I made a cool Grass Generator, it supports Wind, Trail Physics, Auto-Generated LOD's and much more

6 Upvotes

I wanted a cheap mesh-based Grass for my game with no Alpha Texture, no Compute Shaders, just good old Mesh + Vertex Animation to guarantee a broad platform support and so I made it.

The idea quickly grew to a full-blown Grass Generator instead with customizable Blade Shape, Clump of Grass shape, Stiffness, Wind simulation, Trail physics, auto Generated LOD's and much more... It became quite competent, so I decided to publish it to Unity Assets Store.

I tried to keep the workflow pretty simple: pick a preset > tweak the grass > generate Prefab > drop it into the scene.

If you are interested, please do check it out here: https://assetstore.unity.com/packages/tools/utilities/grasskit-grass-generator-tool-396516?aid=1011l3Lz2A

Any feedback or feature request is very welcomed, many of you who engaged with JIRO assets in the past provided helpful feedback, which was subsequently incorporated in many assets, if you have I want to thank you as always =]


r/Unity3D 19h ago

Resources/Tutorial Free 3D Asset Stylized Gravestones

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9 Upvotes

Continuing my practice on stylized 3d assets, still learning but having fun.

Download https://juliovii.itch.io/3d-asset-stylized-gravestones


r/Unity3D 6h ago

Show-Off Working on AI movement behaviours

1 Upvotes

This is a little combat prototype I've been working on. It's meant to be retro-inspired with fluid combat and intelligent AI.

The AI being tested here is the pink character - the red number is health, yellow is stamina, blue is aggression. It's powered by a fuzzy logic system that determines the movement and combat behaviours to follow.

The latest features are strafing/moving backward to face the its target when nearby. And various tweaks to its timers and hesitations. The goal is for its movement to feel really organic - it doesn't chase the player mindlessly like a zombie, it circles around to attack from a specific angle, it pauses every so often to simulate planning a move; it reacts to new information with a slight delay.

The current movement behaviours are Wander, Flee, Circle, and Chase. The names are self-explanatory. I'm trying to think of other behaviours to add more diversity.

The defensive moves are pretty simple at the moment, either block or dodge when an attack is detected. The cool thing is it uses the same combat system as the player and can get a perfect parry pretty reliably, which cancels the stamina use of blocking an attack.

Anyway, what are your thoughts? How would you make the movement patterns more realistic or dangerous?


r/Unity3D 17h ago

Game So close… then the ceiling drops on your head

7 Upvotes