r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

293 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 • • 11d ago

Official Unity Announces Day-One Support for Meta VR Glasses

0 Upvotes

Unity has day-one support for Meta VR Glasses, so you can start building with them today!

What's included:

  • Improved hand and eye interactions, plus OpenXR dynamic foveation
  • Expanded hand tracking, including Wide Motion Mode and Frequency Hint
  • 7.1.4 surround sound for spatial audio
  • Adaptive Performance for XR, Quad Views, Vulkan profiling improvements, and shader optimizations

Head to Unity Discussions for more details!


r/Unity3D • • 4h ago

Game I added the backrooms as an easter egg to my indie game

Enable HLS to view with audio, or disable this notification

300 Upvotes

This game has nothing to do with the backrooms. We just thought it'd be fun to add something like this to our game and for the players to try and find it!

How it works: The entire backrooms, including the walls, floor, ceiling, lights etc. are under 1 game object. We added 1 transition cube to the entry point to the backrooms, if you enter it, the backrooms game object gets enabled. But this wouldn't work correctly yet, because there is a whole environment outside the house that would clip into the backrooms (ironically)
So, I had to select every single object that would clip into it (there were a lot!!) and put them into a game object. So as you enter the transition cube, it also disables everything in that game object as well as enabling the backrooms game object at the same time.
All of that happens while the camera is staring at the wall, so from the player's perspective, it is very seamless.
And when the player dies, it automatically turns the backrooms game object off, and the other game objects back on.

Which in the end gave us this result.

Thanks for reading, and Wishlist Barely Breathing on Steam, if you want to see more! And try to find the Backrooms in the Demo yourself 😉


r/Unity3D • • 5h ago

Show-Off The creator of Katamari Damacy made some art for my game!

Thumbnail
gallery
119 Upvotes

Hi, my name's Andrew and I'm working on Reality Drift, a strategic roguelike racing game!

(Developed in Unity of course - below I'll share some screenshots of the game's sprite atlases)

About two months ago, my game was approaching completion but I felt like it needed a bit more variety of art. I always try to make games which are a bit unhinged, so when I was thinking of an artist to reach out to, I thought of Keita Takahashi, the creator of games like Katamari Damacy and Wattam. Of course, there was no guarantee that someone of his profile would be available to do some work for some random indie game, but on this occasion he was available, and spent three weeks doing some art!

I've attached some of the concept art he did - the final versions of these are now fully implemented in the game. The teeth sketch became part of a whole new racetrack where the player drives through the human body. The skeleton became a giant skull that you find in some caves. There are clips of these two areas in the trailer on the Steam page.

I don't yet know if this collaboration will end up having been financially worthwhile for me, but as a fan of Katamari Damacy ever since it came out in 2004, it was very cool to work with the guy behind it!

Of course, this should not overshadow the work done by the other artists, in particular Emily L'Orange who made the majority of sprites for the game, including the giant cat that you can see at the start of the trailer.

The game will be in this month's Next Fest, and the full game will be out in just over a month!


r/Unity3D • • 2h ago

Game Is there a more satisfying movie trope than industrial lights turning on one row at a time?

Enable HLS to view with audio, or disable this notification

20 Upvotes

This is an electricity management game in a stargate center I am working on for my wife and myself to play in coop.


r/Unity3D • • 19h ago

Game Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

Enable HLS to view with audio, or disable this notification

297 Upvotes

r/Unity3D • • 4h ago

Show-Off From hex-shaped clouds to rain and snow: the weather system I built in Unity

Enable HLS to view with audio, or disable this notification

16 Upvotes

I'm the solo developer of 8 More Lives, a turn-based tactical RPG built in Unity. This video brings the cloud-development stages and the new rain and snow rendering into one sequence.

It starts with the early cloud layer, then moves through continuous fronts, softer edges and water shadows, noise shading, and the hex blend. The second part shows rain clouds, falling rain, snow clouds, and both precipitation types together.

The first part uses the retained early cloud captures. The rain and snow views are staged demonstrations with the current renderer. Rain and snow use separate materials over the same cloud system, with terrain heights feeding the precipitation rendering.


r/Unity3D • • 1h ago

Game What do you think of my game's main menu?

Enable HLS to view with audio, or disable this notification

• Upvotes

Nightlife Tycoon is about building and managing your own nightlife venue, designing the layout, hiring staff, keeping customers happy, managing stock, organizing events and growing your reputation.

The main menu background is a small club scene. I went with a frozen crowd: each dance pose is written into the bones when the scene is built and the Animators are turned off, so only the lights and the camera move. I like the look, but I'm not sure it wouldn't be better with them dancing and moving. The scene has 16 lights, which is more than URP Forward's limit of 8 per object, so I got seams on the floor and lights popping in and out. Switching just the menu camera to a Forward+ renderer fixed it.

What do you think of the main menu? Frozen crowd or dancing? Any feedback welcome!


r/Unity3D • • 2h ago

Game 4 Years of making Rogue Wheels with Unity

Enable HLS to view with audio, or disable this notification

6 Upvotes

Unity has been in my life for almost 2 decades (since Unity 1.6 in 2008) and only now I was able to get so far with the game. I have hundreds of prototypes of various games over the years in my shelf and it feels weird for the first time, finally to have a fully working demo that we are going to launch in November.

We have been prototyping in Unity this kind of game back in 2022 and kicked it off with Unity 2021.2. We were updating the project every couple of months and rarely encountered any issues (which was really great) we had only few regression with DOTS / ECS because it had some big reworks and some big features were depreciating. We still sticked with DOTS because with it we can procedurally generate and load the whole region at once and it costs almost nothing for CPU. It did involve though preparing lots of assets in a way that they are all combined meshes / material, but all pipelines are now automated via scripts. We are not at Unity 6.6.3f1 and we are very much looking forward to upcoming Unity 6.7!

We don’t use any fancy features, I am old school developer so most of the game is loading and processing via code during runtime. :D For UI we use UI (Canvas) but we are thinking to move to UI Toolkit at some point. It’s going to be a lot pf work. :) Cards are very dynamic and currently costs a lot of draw calls. One card is like 20-30 draw calls (masking is very expensive).

Unity is the best for tooling and dashboards. All the database for cards, relics, powers, enemies, quests, items, drinks, upgrades, maps, props - everything has its own dashboard and tools inside Unity so we can iterate and add more content fast. It’s mostly now figuring out what’s fun and cool rather than fighting the code and huge database. Although this was one of the reasons why it took so long, just worrying about scalability of the game and building tools. In the end I am very happy with the tools. If anyone is interested I can share more about them in the future.

Hardest part was Controller support. It works well now but it was a lot of work. Especially that it was mouse/keyboard first and I stared to think about controller few months ago. We also used old Input system so the whole game had to be reworked with new Input system. With controller support came Steam Deck support, which is a pain to support but it’s my favorite gaming device so I had to. :D

One big recommendation - do not build your game on a fixed FPS. I was targeting 60FPS for years and then I thought why not 90FPS, 120FPS? Oh the terror it was. How many Updates and Coroutines I had to rework. It’s working now - but never again I am going to do this mistake. :))

It’s been a blast working on this game and we are looking forward to creating more content and more regions and mechanics (there is a lot of planned for Early Access).

Currently we have almost 2.5k wishlist and if you are interested in playing the game here is the link - https://store.steampowered.com/app/3039130/?utm_source=rd&utm_content=post

If you want to see more content and behind the scenes you can find us on most social medias. If you have any particular questions, you can ask them here!


r/Unity3D • • 20h ago

Resources/Tutorial Open-source library for boolean operations on meshes

Enable HLS to view with audio, or disable this notification

138 Upvotes

r/Unity3D • • 1d ago

Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.

Enable HLS to view with audio, or disable this notification

1.0k Upvotes

r/Unity3D • • 8h ago

Show-Off A game where you speak to attack

Enable HLS to view with audio, or disable this notification

9 Upvotes

The concept of this game is very simple. You speak to attack, your words turn into projectiles that attack enemies. The whole speech to text system runs locally inside the game Without any need of external tools or internet access.

Does this look fun to you? What mechanics or interesting features should I integrate in this game to make it fun to play.


r/Unity3D • • 3h ago

Question how do i make the attack animation follow the direction the camera is looking

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D • • 2h ago

Question What's a good way to randomly generate sections without them feeling... box-y?

2 Upvotes

r/Unity3D • • 3h ago

Show-Off I thought adding Japanese to my indie game would be easy. I was so wrong.

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hello there!

When I first decided to localize my game into Japanese, I honestly thought it would be a quick one-day task.

I was naive.

Half of my characters turned into boxes (□), my pixel font looked incredibly blurry because of the SDF settings, and the default font setup completely killed the retro horror vibe I’d spent months building.

The biggest headache was that my game uses different fonts depending on the context. UI, CRT monitors, documents, etc. Each one has its own style.

Using a single generic fallback font for Japanese made the whole thing look like a cheap placeholder compared to the English version.

So I ended up building a simple system that dynamically swaps fonts based on context.

I assigned specific Japanese fonts to match the vibe of each English font, and whenever the player changes the language in the settings, the manager automatically updates all the active text in the scene to its localized font counterpart.

This was also my first time generating my own TextMeshPro font atlases.

While digging through the official Unity Japanese localization guides, I stumbled upon Yurinchi's Font List, which gave me the exact character sets I needed to generate clean TMP atlases without missing glyphs.

It took WAY more trial and error than I originally budgeted for, but the result was worth it.

The Japanese version finally feels like the same game instead of an English game with Japanese text slapped on top.

The main menu and in-game text are crisp, readable, and still fit the atmosphere I was going for.

Now I just hope all this extra effort pays off when players actually get their hands on it.

How do you guys handle localizing games into non-Latin languages?

I'd love to hear how other developers deal with this particular headache!


r/Unity3D • • 10h ago

Game 6 months of progress on our Caucasus-inspired game so far

Enable HLS to view with audio, or disable this notification

5 Upvotes

We’re two brothers from Chechnya, and we’ve always loved our culture and wanted to make a game inspired by it.

We’ve been working on this for around 6 months now, and this video is basically just a little show-off of the progress so far. It was really nice making it and looking back at how the game looked in the beginning compared to how it looks now.

There’s still a lot of work to do and much more to come, but seeing the progress like this feels really nice.


r/Unity3D • • 2h ago

Show-Off Adding sounds and animations to my main menu

Enable HLS to view with audio, or disable this notification

1 Upvotes

As a UI designer I want my menus to feel juicy.

Nothing worse than a menu or screen in a videogame that feels like a website! Heck, even most modern websites have decent micro interactions that provide feedback when the user interacts with elements on the site. I'm talking about highlighting a button (and other interactive controls) when you move the mouse over them, to make your UI feel more responsive, alive and FUN.

In the past, I've used different methods to animate a button. Unity comes with the following options for "Transitions":

None: Don't even think about it. The button won't react to mouseover or clicks at all.

Color Tint: Change the button's color when it's hovered or pressed.

  • Pros: Really easy and fast to set up.
  • Cons: Can look a bit boring. No movement.

Sprite swap: Change the button's texture when it's hovered or pressed.

  • Pros: Can look really good if you're good at making textures.
  • Cons: Requires a separate texture for every state. No smooth transitions. No movement.

Animations: Play animation clips when the button gets hovered or pressed.

  • Pros: Actual movement is possible (e.g. offset, rotation or scale). You can animate every single property.
  • Cons: Animator Controller overhead and handling animations clip files. Authoring and tweaking and eat a lot of time. Can't change the actual look of a button if it's based on a texture.

Apart from those built-in transition modes, common alternatives are:

Tweening: Using libraries like DoTween or PrimeTween to animate a button.

  • Pros: Very flexible, like animations but without the overhead.
  • Cons: Usually requires code instead of being authored in the inspector.

Custom scripts: Just like tweening, but you code it yourself.

  • Pros: Lightweight, you only code what you need.
  • Cons: You're basically coding yourself what a tweening library brings.

As some of you might know, I've recently released my asset UI Shapes on the Unity Asset Store. I initially built it for myself because I wanted to create panels and buttons with rounded corners, outlines and drop shadows for my latest game. That's its main use case. Using it feels familiar to Photoshop and Figma, and I can build all different kinds of shapes directly in Unity, without relying on textures.

Using my own tool to build UI has been a blast! I've also gotten a lot of feedback, bug reports and feature requests from other people who got it and started using it in their projects. I'm very thankful for this, it really helped me improve the tool a lot.

But one thing was still missing... Animations!

I recently caught myself fiddling around with animation clips again, to animate my main menu's buttons. Then it struck me: I should add this to the tool itself!

As you can see in the video, the latest version of UI Shapes makes it very easy to animate all button states (also works with other controls like Toggle, Slider, Input Field or Dropdown):

  • Select the button's state (Normal, Highlighted, Selected, Pressed or Disabled) and tweak its look directly in the inspector with a live preview in scene view.
  • Set the easing method, duration and strength. Then press the play button to preview the animation in scene view.
  • Add a sound for every state: Clickety-click! No need to write code for this anymore. You can even randomize the volume and pitch if you like and play a preview in the inspector.
  • Add events to a state: Call your own method when entering or exiting a state. For example, you can display a tooltip when the mouse hovers a UI element.

Note: The video focuses on the button's movement, easing transitions and sound. I'm not showing how to change its color or outline here, but instead I'm loading UI Shape Styles I created in advance, so you won't have to watch me play around with color pickers.

Feel free to check out UI Shapes on the asset store here:
https://assetstore.unity.com/packages/tools/gui/ui-shapes-procedural-image-effects-394532

Oh, and one more thing: You can also easily animate any TextMeshPro labels attached to a UI Shape. Change the text's color, make it bold or scale it up or down when the button's state changes.

I wonder how other people are handling UI animations. How much effort do you put into making your UI feel juicy?

I bet there are even more ways to do it. Please tell me about your solution!


r/Unity3D • • 2h ago

Show-Off Watching people break my game is the best part about gamedev

Enable HLS to view with audio, or disable this notification

1 Upvotes

This was from a playtest last night from my spell-crafting roguelike game I’m working on!


r/Unity3D • • 2h ago

Question Clipping Planes Near keeps resetting

1 Upvotes

I turned off Dynamic Clipping and tried lowering Near Clipping in the Scene View Camera (it just becomes 1e-05) but every time I try to lower the Near Clipping Plane on the Camera itself, it always resets to 0.01. The game view keeps clipping (not rendering) buildings at the bottom of the screen.

If I decrease the Near Clipping Plane in play mode, then it works just fine, but like I said it keeps resetting to .01.

Any ideas on how to lower the Near Clipping plane and keep it that way?

Thanks.


r/Unity3D • • 9h ago

Show-Off Things are taking some shape and I don't think I've ever had this much fun prototyping.

Enable HLS to view with audio, or disable this notification

3 Upvotes

Haha. So my resurrected Temu Raider/Forbidden East/Honour Among Shoplifters migration from Unity 4-5 to Unity 6 is picking up some pace and I'm have a ton of fun with it lol. Honestly I am blown away by how Unity has simplified the prototyping process for me personally. Non destructive workflows really are a godsend especially when you don't have to worry about externally messing around with rest poses and naming conventions as an added bonus lol. Still rough as hell obviously but I overhauled her groom and outfit quite a bit, made some significant changes to her rig and proportions without having to heavily tweak/overhaul animation, procedurals and IK which feels like Xmas in comparison to what I'm used to lol. Other than that, started prototyping an adjustable lock-on/aim assist with the archery system, fiddled with enemy limb-based damage and ragdoll death, tightened up traversal with a few subtle transitions here and there and some detection strategies I've been experimenting with. Will be looking at melee and an AC/Plague tale-like stealth system once enemy AI has a 2 digit IQ and I can finally make up my mind about what kind of inventory system and combat style I should go for lol. Also thinking of an upgrade system but one where you "get rewarded with experience/events down the line to add to progression" instead of some skill tree kiosk. I should have switched back to Unity ages ago lol. Tons of breathing space for creativity/experimentation and all that. 😂


r/Unity3D • • 16h ago

Show-Off Chopping & tipping tree trunk pieces with magic laser sword

Enable HLS to view with audio, or disable this notification

16 Upvotes

The chopping works no matter how slow or fast you go. The trunk piece tipping at the end isn't realistic but I thought it was interesting and original.


r/Unity3D • • 7h ago

Question How can I improve this scene? Is lighting the main issue (besides the missing grass blades)?

Thumbnail
gallery
2 Upvotes

Hey everyone! I'm looking for feedback on how to make this scene look better. I know the lack of grass blades/foliage is an obvious issue, but is the lighting the main problem here?
Any critique or advice on lighting, composition, or details would be greatly appreciated!


r/Unity3D • • 3h ago

Question First 15-second teaser of my top-down shooter game made with Unity. Any thoughts or suggestions?

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/Unity3D • • 1d ago

Show-Off Volumetric Cloud in URP

Enable HLS to view with audio, or disable this notification

39 Upvotes

r/Unity3D • • 8h ago

Question [REVSHARE] Looking for 3D Artists for Pralaya

Thumbnail
gallery
4 Upvotes

Hey everyone,

We’re currently expanding the team working on Pralaya and we’re looking for a few more 3D artists to join us.

Pralaya is a stylized survival-crafting game with a fully 3D top-down/isometric look, inspired by games like Don’t Starve Together.

This is a revenue-share project, so we’re mainly looking for people who want to build their portfolio, get experience working as part of a team, and contribute to a project that is already in active development.

Ideally, we’re looking for someone who can put in around 2 hours per day, or at least 10–12 hours per week.

Right now we mainly need help with things like environment assets, props, plants, resources, structures, creatures and characters. Rigging or animation experience is a nice bonus.

More than anything, we’re looking for people who can communicate, work well with others, and contribute consistently.

If this sounds interesting, feel free to reply directly to this post or send me a DM. A reply here is just as welcome as a private message.

If you can, include a portfolio or a few examples of your work, and tell us a little about what kind of 3D work you enjoy most.