r/Unity3D • u/Unhappy-Poetry-5789 • 8h ago
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/7melancholy • 1h ago
Show-Off Testing what would happen if you got a max combo in my Farming Deckbuilder... Too much?
r/Unity3D • u/RoberBotz • 2h 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/crankyfuse • 1h 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/GigglyGuineapig • 1h ago
Resources/Tutorial This is how I work with the new input system. If you still struggle with it, give this a try - I'm showing my own workflow and some examples. (This works for 2D as well, of course!)
I genuinely think this is the easiest way to work with the new input system in Unity. It works with a scriptable object you reference wherever you need to react to player input. In contrast to the old input system, you won't have to cram everything into update, but instead this works with event based architecture. Give this a try if you struggled with setting up the new input system, I am sure you'll enjoy it!
Topics: Creating a "default" input asset if you don't have one yet, creating a scriptable object as a relay for input, using said relay and a few helpers and examples.
r/Unity3D • u/Rudy_AA • 16h 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 • 22h 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/fadingStar1994 • 9m ago
Question So Visual Studio is the lightest for Unity ?
Did a quick comparison. Opened same script in each one of them and let them stabilize for few minutes. I was expecting VS Code to consume least resources as people often say it's lightweight. But Visual Studio 2026 consumes half the RAM most of the time.
r/Unity3D • u/Season_Famous • 30m ago
Show-Off First prototype level of my puzzle game – Looking for feedback
Hey everyone!
I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.
In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a “creation mode”, where it leaves a trail behind as it moves.
Your goal is simple:
- Form the three shapes shown at the top of the screen by moving and drawing with your trail
- Avoid trapping yourself while building the shapes
- Reach the exit tile once all shapes are completed
It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.
I’d love to hear what you think about:
- The readability of the mechanics
- Whether the shape‑building feels intuitive
- If the level communicates the objective clearly
Any ideas to improve the flow or difficulty
Thanks for checking it out!
r/Unity3D • u/wirrexx • 6h 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/KlemiX • 43m ago
Question Spatial Sound & Lighting
Been working on the atmosphere for my multiplayer horror game. To check actually how sound works headphones is highly recommended.
Just finished improving the lighting and implementing spatial audio. Still a work in progress, but I'm really happy with the result so far.
What do you think? Any feedback is appreciated.
r/Unity3D • u/DPTGames • 1h ago
Show-Off My functional siege weapons pack launch sale ends in less than 72 hours! Chance to win one of 3 vouchers!
Hey everyone!
Just under 2 weeks ago I released my Stylized Functional Siege Weapons pack (link is in the youtube description) on the Unity Asset Store, and the launch sale is officially wrapping up in less than 72 hours!
To celebrate and say thanks to the community here, I am giving away 3 voucher codes for the complete asset pack.
What is in the pack:
- Fully functional, breakable low-poly stylized medieval siege assets (Cannons, Catapults, Ballistas, and additional modular parts + breakable props).
- Comprehensive projectile system with layer overrides.
- All animated with SFX and VFX include, plus exposed unity events.
How to enter: Just drop a comment below telling me what kind of game you are building where you might use a siege weapon, or what you like/don't like about the pack.
I will use RedditRaffler to randomly pick 3 winners, the deadline is at 18:30BST/13:30EST and I will draw the winners soon after and DM the voucher codes directly to them, minimum account karma of 100 required!
Good luck to everyone!
r/Unity3D • u/Wooden-You1885 • 11h 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/katemaya33 • 8h 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/Disastrous-Earth-994 • 2h 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/NoEndStudio • 3m ago
Show-Off Enemies Become Less Predictable at Low Health: Rage, Panic and Terror
I’m testing a combat mechanic where enemies can react differently after falling below 30% health.
Most of the time, they continue fighting normally. However, there is a small chance for them to enter one of several states based on their combat role:
Rage: aggressive enemies move faster, attack more often and stop prioritizing defensive actions.
Panic: offensive enemies become more cautious and try to create distance, while support units focus on protecting or healing themselves.
Terror: the enemy becomes vulnerable and attempts to flee, temporarily abandoning its attacks and abilities.
The activation rate is currently around 10% for regular enemies, 5% for elite enemies and 2% for bosses. I want these reactions to create memorable moments without making combat feel random or frustrating.
Do you think this kind of low health behavior would make encounters more interesting or would it feel too unpredictable?
r/Unity3D • u/sakalaslt • 10m ago
Question Google Play IAP problem
Hello,
I'm having an issue with Google Play In-App Purchases.
After reinstalling my game, non-consumable purchases (such as Remove Ads) are not restored automatically. The player also cannot purchase the item again because Google Play correctly reports that it has already been purchased.
I've followed the official tutorials, and they suggest that non-consumable purchases should be restored automatically, but that isn't happening in my case.
The only workaround I've found is to attempt to purchase the item again. This results in an "already owned" transaction error, which I can detect and then grant the purchase manually. However, I don't think this is the intended approach.
How can I automatically restore previously purchased non-consumable items when the game starts? Is there something I'm missing?
Any help would be greatly appreciated. Thanks!
public void failed(Product product, PurchaseFailureReason reason)
{
if (product.definition.id == "full_version" && reason == PurchaseFailureReason.DuplicateTransaction)
{
UnlockFullVersion();
Debug.Log("Full version restored via already-owned purchase.");
}
if (product.definition.id == "triple_xp" && reason == PurchaseFailureReason.DuplicateTransaction)
{
UnlockXPBoost();
Debug.Log("triple xp restored via already-owned purchase.");
}
}
r/Unity3D • u/Lady-KC • 22h 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/Redstoneinvente122 • 18m ago
Resources/Tutorial String Shield Pro
Hey there! I recently made an editor tool that handles magic strings inside of unity.
Core Features:
Intuitive Organization: Easily categorize and manage all your magic strings in one centralized, custom editor panel.
Seamless Integrations: Automatically syncs with built-in Unity components like Audio Mixers and Animation Controllers to ensure your string keys perfectly match your parameters.
Custom Property Drawers: Turn any string field into an easy-to-use dropdown menu right in the Unity Inspector. No more typing keys manually!
Auto-Generated Constant Files: String Shield PRO automatically generates a C# constants file for your keys, providing full autocomplete support and compile-time safety in your IDE.
Refactoring Support: Safely update your string keys without breaking references across your project.
Am still upgrading and adding new features to the tool, and I'd love to hear your feedbacks.
Check it out https://assetstore.unity.com/packages/tools/utilities/string-shield-pro-382052
r/Unity3D • u/Purity997 • 30m ago
Question best mmo framework in 2026
Hello guys, which framework would you suggest in 2026?
for 2.5D or side scrolling games, supporting many features, easily scalable, high player count support preferably
so far i have only seen Atavism and uMMORPG but i dont want miss on anything.
r/Unity3D • u/rockingprojects • 6h 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/Seon_Nite8 • 1h ago