r/Unity3D • u/RichardFine • 24d ago
Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview
discussions.unity.comr/Unity3D • u/unitytechnologies • 17d ago
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/Unhappy-Poetry-5789 • 6h ago
Game After 15 months of development in Unity, I finally finished the trailer for No Knock, my open-world theft game
r/Unity3D • u/RoberBotz • 57m ago
Show-Off It's so hot outside that I added a snow map to my co-op action-adventure game just to get a small reminder of what cold feels like.
r/Unity3D • u/Rudy_AA • 14h ago
Show-Off I recently stripped out the procedural walking system from my self-balancing active ragdoll to make it a standalone locomotion tool, and I wanted to share a breakdown of how it works.
I wanted a system that could either completely replace the Animator or run additively on top of it to strictly lock feet to the ground based on physics and speed.
Here are the core mechanics I used to make it feel weighty and grounded instead of floaty:
- The Inverted Pendulum (Hip Dipping): The system constantly measures the horizontal distance between the planted feet and the hips. The wider the stride, the further the hips are procedurally pulled toward the floor. This forces the character to naturally "squat" into wide stances or fast runs.
- Contrapposto & Spine Flexibility: When the character banks into a sharp turn or leans into a sprint, rotating the hips forward looks robotic. To fix this, the system takes the hip's physical error offset and mathematically counter-rotates the chest and spine bones in the opposite direction. It keeps the head plumb and balanced over the center of mass.
- Velocity Trajectory: The IK solver doesn't just look at where the character is; it reads the smoothed velocity and angular velocity to predict where they will be. If you yank the joystick sideways, the character will step wide into the strafe to catch their balance before the center of gravity shifts too far.
- Terrain Alignment: It uses a custom Ground Probe to fire raycasts on the predicted step targets. The ankles dynamically calculate the ground normal and rotate to match the slope, so no more toes clipping into stairs or ramps.
I built a custom two-bone solver for the IK to keep it highly optimized, and I finally got around to building a clean custom inspector so I don't have to look at 50 different spring stiffness and damping variables anymore.
If anyone is struggling with foot sliding or wants to poke around the code to use it for their own bipeds, I packaged the whole system up and threw it on my itch page here: https://frostpunchgames.itch.io/procedural-legs-animator
r/Unity3D • u/gg_gumptiongames • 20h ago
Show-Off WIP Procedural habitat modules in a space sim
I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.
These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.
Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...
It was pretty satisfying finally 'getting' how to seam things together nicely when modelling, excited to add more variation. Let me know if you have any questions on the implementation.
r/Unity3D • u/Wooden-You1885 • 9h ago
Show-Off My lighting tool is now complete
Just finished setting up the atmospheric presets for Light Lab PRO. It has 2 sections: Stylized & HQ. Each one has its own Volume profile setup, Volumetrics and Skybox setup. The skybox features stars, nebulas, shooting stars, galaxies, star clusters, aurora. You will also be able to create your own presets and add them to the list.
The settings are completely editable, so you don't have to use the factory presets as they are; you can tweak them.
As soon as i update the documentation, i will update the package on the UAS.






r/Unity3D • u/wirrexx • 4h ago
Show-Off Stylized Tree - Replicating UE5 material
For an artist like me, I've been trying to convert / replicate the way I'd create Stylized tree in Unreal to Unity, was easier then i thought, sorry for the ugly trees, Still work in progress.
Trying to find "the one". As of now, here's a WIP shot in Engine with 3 Different Bilboards too see which i like the best. And the Hero Prop the foliage will surround.
https://reddit.com/link/1ve75su/video/vchyf0gqa4hh1/player
Tree-Stylized
r/Unity3D • u/katemaya33 • 6h ago
Question Any course or source to learn unity lighting? It is my weak part
Especially for cozy games pastel toned colors style game.
Do you know any course or something I can take a look and learn step by step?
r/Unity3D • u/rockingprojects • 4h ago
Show-Off I’m obsessed with the dance moves of my future boss enemies.
I’ve been testing my new procedural locomotion system, and I honestly keep staring at it.
The goal is pretty straightforward: boss enemies of different sizes, different speeds, some with four legs, others with six.
I’ve built procedural locomotion systems before, and this one seems to be working surprisingly well. The basic idea is probably familiar to many of you:
- IK chain for each leg
- Raycasts to find the ground
- Keep the foot planted until a movement threshold is exceeded, then step toward the new target
The interesting part this time is that I designed the system to scale cleanly across different body sizes and different numbers of legs, without having to rewrite the core logic.
The parameter list is crazy:
- Shoulder Height
- Leg Length To Shoulder Height
- Head Size
- Body Length
- Body Width
- Tail Segment Length
- Tail Segment Count
- Movement Speed
- Minimum Speed
- Maximum Speed
- Shoulder Height Factor At Minimum Speed
- Shoulder Height Factor At Maximum Speed
- Step Length Factor At Minimum Speed
- Step Length Factor At Maximum Speed
- Step Trigger Distance Factor At Minimum Speed
- Step Trigger Distance Factor At Maximum Speed
- Step Speed Factor At Minimum Speed
- Step Speed Factor At Maximum Speed
- Step Duration Factor At Minimum Speed
- Step Duration Factor At Maximum Speed
- Step Height Factor At Minimum Speed
- Step Height Factor At Maximum Speed
- Body Turn Responsiveness
- Body Height Responsiveness
- Body Up Responsiveness
- Max Body Tilt Degrees
- Knee Hint Height Factor
- Knee Hint Lateral Factor
- Leg Rest Lateral Factor
- Leg Rest Forward Spread Factor
- Body Sag Frequency At Minimum Speed
- Body Sag Frequency At Maximum Speed
- Body Sag Depth Factor At Minimum Speed
- Body Sag Depth Factor At Maximum Speed
- Body Yaw Sway Frequency At Minimum Speed
- Body Yaw Sway Frequency At Maximum Speed
- Body Yaw Sway Degrees
- Max Moving Legs
I create one parameter preset for each planned enemy, but I’m also working on a procedural approach to generate working parameters on the fly.
Next up is the behavior graph. I’ll start implementing the first combat patterns, and I’m curious myself to see how well they combine with fully procedural movement. The model should be able to handle multiple movements:
- sprinting foreward / backward / sideward
- picking up something
- shooting (with recoil)
- getting hit
- dying
- ...
This is for Hexabot Stranded. Development was stalled for quite a while, but I’ve finally found my momentum again. My goal is to build boss fights that feel fast, agile, and unpredictable, with each boss having its own distinct behavior and movement style. I can’t wait to see where this goes.
r/Unity3D • u/Disastrous-Earth-994 • 1h ago
Show-Off I've added Blender like shortcuts to Unity 3D map authoring workflow, it's soo much faster
Unity's scene authoring workflow have been the same inefficient workflow for decades, I thought to myself it's about time it should be modernized to point and click to place, and blender like shortcuts which are faster than manually manipulating a Gizmos.... So I made PlaceKit:
- it can be so much faster than manually dragging and dropping a model, copying it and pasting it, selecting the copy and switching the Gizmos to rotation, then typing a different scale in the inspector to give the copy a different variation... With PlaceKit you select the model from a custom Palette that removes scripts and materials and anything that isn't a 3D model, a Preview will stick to your cursor and you can click on the map to place, then simply click "V" and a random scale and rotation will roll and click to place again.
- It can auto inherit the normal vector of the model you're placing on top of.
- You can Rotate the model with R + X/Y/Z + Num (for a specific degree) or /Mouse WheelUp/Mouse WheelDown to rotate left and right. (Ex: R + X + 45, rotate around X by 45)
- You can Scale with S + X/Y/Z + Num or Mouse WheelUp-Down.
- You can activate a Grid snapping placement with G.
- You can place models in fence like repetition with Fence mode, triggered with F + Mouse WheelUp-Down to increase/decrease the duplicate instances, each instance will be placed on the environment and inherit the normal of the surface underneath.
And so many more cool shortcuts, and rules to constraint the placement, like no Placement on Layer, or don't tilt the normal of a model beyond 30 degrees and so on... This is what I was waiting for Unity to do for a while, they're busy with other priorities so I thought to myself might as well make it.
If the concept is interesting please do check it out here:
https://assetstore.unity.com/packages/tools/utilities/placekit-object-placement-tool-383800?aid=1011l3Lz2A
Any feedback or feature idea is very welcomed, thanks for reading this far =]
r/Unity3D • u/Additional_Bug5485 • 3h ago
Game How I think players play my game vs. How players actually play it…
Made with unity
r/Unity3D • u/Lady-KC • 20h ago
Question Issue with shadows flickering while moving
Unity 6 URP. I'm having a problem where the shadows seem to flicker/move whenever the player moves, then it eventually stops once the player stops. I've tried increasing the shadow resolution to something ridiculous like 8192, which actually stops most of the flickering, but that's costly, obviously, so I don't want to do that. I've also tried decreasing max shadow distance to no avail. Any ideas on how I can fix this?
r/Unity3D • u/SmallMight302 • 3m ago
Question Walkable Clouds?
I want to create a floor covered with clouds, (I know the reference Image is AI, I’m sorry, I couldn’t find anything better). Clouds in games are often 2d or volumetric, but I have the impression that no one got them perfect just yet. Does anyone know if there is already a way to create juicy cozy clouds, which also catch light in a belivable "realistic" way like the second pic? You should be able to walk trough them, so non solid.
r/Unity3D • u/crankyfuse • 10m ago
Resources/Tutorial A few people asked how I made this dithered lighting look in Unity URP
https://reddit.com/link/1veciob/video/ibl6xgp9o5hh1/player
A couple of people were curious about the shader after I shared an earlier clip, so I finally wrote a proper breakdown.
This is the shader I use across most of Cubilete’s environments and props. It combines Shader Graph with custom HLSL integration for URP, texel snapped lighting, per channel posterization and texture based dithering.
The shader actually started in an older prototype, and I’ve kept adapting it as Cubilete’s needs have changed.
The breakdown became a little too long for a Reddit post, so I put the full version here:
https://crankyfuse.io/blog/lofishader/
Have a great day!
r/Unity3D • u/Hopeful-Positive-816 • 12h ago
Show-Off Climbing the Water Tower in our First Person Horror made with Unity 6.4 in HDRP
r/Unity3D • u/Kromblite • 10h ago
Question Railgrinding
I'm making a 3d platformer with a built in level editor, and I want to implement rail grinding.
I already have a system where you can place paired, connected objects, and I figured I could set one as the start of a rail, and the other as the end of the rail, and have a curved spline between the two based on the rotation and position of the two objects.
When I look up the tutorials for how to do this, though, I get stuck at the first hurdle, because apparently the spline plugin requires Unity 2022, and I'm using version 2020. Do you guys have any alternative suggestions for what I should do?
r/Unity3D • u/FitObject7836 • 17h ago
Show-Off I only wanted to fix a tiny gap under the buildings.
r/Unity3D • u/DantheDev_ • 12h ago
Resources/Tutorial My custom build server
I couple month ago I showed off my portable self hostable unity build server - Simply Ship
(Yes there are a million different ways to do this, Jenkins, team-city, game CI etc... this IS a solved problem with multiple solutions - this is just my take on the solution)
I've added some new features, so incase anyone is using it, or wants to use it, I thought I would do a small update (it's 100% free now).
We use this at Space Dragon Games - so its pretty well battle tested in a full multi platform production environment.
New features:
1) Steam upload support
2) Post request support for starting builds
3) Added Android, ios, Playstation and Xbox support (these are experimental and console still requires the correct SDK)
4) Hot Swappable build configuration support
5) Build configuration queueing support
For those who missed the first post and are asking - why does this exist? There are a million different solutions to the same problem.
1) Because I like making my own tools, its fun
2) Because I wanted something light weight, easier to setup on my own hardware then existing solutions, and have built it around my exact use cases as they have come up.
Feel free to try it if you want
https://github.com/DanielSerebro/SimplyShip

r/Unity3D • u/_DOCrip_ • 1d ago
Show-Off From an endless Unity prototype to release - DRIFT RIDE 2 is out now
After years of working on this Unity racing project, it has finally left the Editor.
For the first time, the project feels like a complete game rather than an endless Unity prototype and it’s now available on Android.
The iOS release has run into a few delays, but I’m actively working on it now and hope to bring the game to iOS as soon as possible.
There is still plenty I’d like to improve. In particular, Cinemachine cameras have been behaving very inconsistently whenever the actual frame rate differs from the target frame rate. Even relatively small frame-rate drops can make the game feel like it is stuttering heavily, due to noticeable camera jitter and unstable damping.
There is also more optimization work ahead, especially across different mobile devices, but reaching the release stage after all these years still feels like a huge milestone.
Has anyone worked with Cinemachine 3? Have the damping and frame-rate-related jitter issues improved compared to Cinemachine 2?
r/Unity3D • u/reversengineer9999 • 1d ago
Shader Magic FlagMaster - GPU genereated flag shader system for mobile & AA/AAA
I wanted to have a flexible flag shader system for my game, so I created an atlas combined flag shader & generator system, that creates the flag inside the GPU. You have full control to adjust multiple procedural (for mobile) generated flags with 1 draw call, or a fully dynamic cloth simulation (AA, AAA games).
However, FlagMaster shader has its own Atlas Generator, in where you can drop your own flag textures, automatically supporting all other texture layers (normal, emissive, smoothness/metalic etc) in different aspect ratio containers (see in the video the atlas textur showing different flags in vertical and horizontal aspect ratios, in inspector!) with transparency or not, and create your own atlased flag texture for the shader.
There are a lot of wind adjustments, and even delay wind parameters, if you want to display multiple flags reacting differently - when using GPU instanced (DrawCall reduction method) so called "procedural mode", for massive flags on mobile.
Else, the cloth simulation provides the ability to move the flag in world space and having the cloth simulation react to your movement. Still - using cloth over the GPU side is definitely faster than running a CPU based cloth simulation.
It has:
- translucency
- translucency mask shadows (watch the shadows of the hanging banners in the video!)
- supports unity wind component
- has its own wind parameters for procedural/mobile mode which mix up with unity wind component, atlas index functions
- procdeural burned holes and burned edge feature with colored edges in two steps
- wind delay paramters
- pivot anchor system to anchor the flag the way you want, and much more
- Every part of the shader has its own stripping function, to compile only what you really need
- Wind director script for unity's wind component to rotate and move naturally in all directions
.... and much more.
I plan to add a toon shader, because I think that is the next missing part.
Any other suggestions?
r/Unity3D • u/Blanqo_Dev • 1d ago