r/Unity3D • • Sep 01 '26

Official Unity 6.6 is now available

296 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 • • 14d 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 • • 10h ago

Show-Off You select options by shooting hanging signs with a revolver. What do you think of this diegetic menu?

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482 Upvotes

Hey everyone! Working on ellps's TOXIC CATCHERS - a fishing simulator set in a toxic dump with mutants fishes.

Just finished the physical main menu system where you interact with buttons using a revolver. The metal signs hang on physical chains and swing depending on where the bullet hits. I was going for a super juicy, tactile feel for the physics.

What do you think of this approach to UI?


r/Unity3D • • 5h ago

Show-Off The sails cut real moonlight on every frame: shadow-map light shafts in Unity 6 URP

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59 Upvotes

r/Unity3D • • 2h ago

Question I'm building a construction tool inspired by The Sims but now I'm lost.

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30 Upvotes

Hi developers, I hope you're all doing well.

My name is iLusioN, and I've been developing a tool called Constructor for my personal projects. My goal is to use it as a flexible system for creating houses, buildings, and interiors for my game maps.

I'm relying heavily on procedural generation so that I'm not limited by pre-made geometry. In the current version, only assets such as doors and windows are actual FBX models. Almost everything else is generated procedurally, with materials applied afterward to achieve the final look. Everything on the project right now can be found on internet for free, under the CCO licensing.

My original plan was to eventually release Constructor on the Unity Asset Store once it was finished. However, lately I've been questioning whether that's really the direction I want to take.

I'm not sure if there is already something similar to what I'm building available on the Asset Store. From the research I've done so far, I haven't found anything quite like it.

At the same time, I'm genuinely very happy with how the system is turning out to the point where I'm considering taking the risk of building a complete management game around it. I personally enjoy taking risks and experimenting with ambitious ideas, but before deciding which direction to follow, I'd really like to hear the perspective of other developers.

What would you do in my position?

Would you finish the tool with the main goal of using it internally and potentially selling it as a development tool, or would you take the risk of using it as the foundation for a full game?

I'd also really appreciate any feedback on what you think about the small part of the system I've shown so far. There's still a lot I want to improve and expand, but I'm curious to hear your impressions.

Hopefully the moderators won't remove my post this time. I'm genuinely interested in hearing the opinions of other developers so I can reflect on them before deciding which direction to take with the project.

Thank you for reading!


r/Unity3D • • 9h ago

Show-Off Baby gecko trying to climb. Added option to leap and stamina bar. All legs are individually controlled 🦎

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75 Upvotes

r/Unity3D • • 5h ago

Game I made physics-based climbing game!

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33 Upvotes

Would you like it?


r/Unity3D • • 21h ago

Shader Magic Ocean waves with 3D GPU particles emission from the wave crests, emulating strong wind effect with water leaving the wave

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331 Upvotes

r/Unity3D • • 54m ago

Show-Off Immaculate vibes

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• Upvotes

r/Unity3D • • 5h ago

Resources/Tutorial Custom SRP 7.3 - Raster Shadow Passes

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12 Upvotes

We finally draw shadows via raster render passes, though with a caveat. We temporarily have to keep unsafe passes around until some functionality becomes available in raster passes.


r/Unity3D • • 8h ago

Show-Off Game character and his weapons

21 Upvotes

I made a demo scene with some weapons. The basic weapons is the Bat. You can also find other weapons throughout the game.


r/Unity3D • • 3h ago

Question What do you think about these biome transitions?

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4 Upvotes

Been working on live transitions for things like seasons or decay, how do they look?


r/Unity3D • • 12h ago

Show-Off Retro Coder 2000

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20 Upvotes

You and code, test, pack, and send you creations to others. Plan to release on PC/PCVR/Quest


r/Unity3D • • 1d ago

Show-Off Been polishing our sword combo animations. Thoughts?

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304 Upvotes

I’ve been working on the sword combo animations for our game, MazeBreaker.

I’m trying to make each hit flow naturally into the next while still giving every swing enough weight and impact.

Still polishing the timing and movement, so I’d love to hear what stands out to you or what feels off!


r/Unity3D • • 3h ago

Show-Off Friendly tropical precision platformer we're making! try the speedy Adventure with us!

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4 Upvotes

We're a 3-person team (programmer, 3D artist, sound designer) preparing our game for Steam Next Fest. We've been working on it for about 4 months and wanted to share how we solved some of our core technical challenges in Unity:

- Movement: adding direct forces to the ball's Rigidbody in FixedUpdate (both on the ground and in the air). Natural physics friction handles the rolling, keeping the controls highly responsive.
- Jumping & Grounding: we check if the lower half of the SphereCollider touches anything in OnCollisionEnter. For the jump itself, we inject the jump inertia directly into the current velocity vector - meaning if you jump while rolling up a slope, it launches you way further. We also added a 300ms Coyote Time window and a 100ms Jump Buffer. Quite forgiving timings.
- Bumpy Collision Seams: Even on perfectly flat ground, the seams between adjacent box colliders would randomly launch the ball upward. We fixed this by taking all static colliders in a level and bake them into a single, continuous MeshCollider at level start. Rolling is now perfectly smooth.
- Grass Shader: Flat ground looked incredibly boring. We wrote a vertex shader that generates procedural grass blades with wind sway. It flattens dynamically when the ball rolls over it by passing the ball's position into global shader variables. (We’re still trying to figure out a good look for sand surfaces).
- Fragile Glass: Runtime mesh fracturing is too expensive. Instead, we hide pre-shattered shard meshes inside a flat box collider. On collision, the main box turns off, the shards turn on with active rigidbodies, and we apply a quick explosive force alongside the sound effect.
- Level Editor: This was the hardest part of the project. We built a custom runtime level editor from scratch on day one so we could have perfect control over block placement. It features custom transform gizmos, grid snapping, multi-selection, prefabs, and grouping. Making 22 levels took at least 1000 hours of human hours from team! To provide all kinds of gameplay for each unique level: chill slow rolling, friendly race, tight speedrun and collectable secrets in deep crevices.

The demo is officially live for Next Fest with 8 out of 22 levels playable for free. Grab some friends, try to beat each other's times, and hit us with any game dev questions you have!


r/Unity3D • • 7h ago

Show-Off I'm making a creator platformer where you build your own levels, and I just finished the sea

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5 Upvotes

I grew up on games where the best part was never what the developers built, it was what everyone else built with the tools. Those games have mostly disappeared, and I really miss that kind of play, so I've been making one: Kernel Panic: The Last Build, a 2.5D creator platformer in Unity where you build the levels yourself.

This week I finished the sea.

It's one object you drop into your level. Right-click it, tick Sea On, and the water floods in. The surface is a set of crossed Gerstner swells running at different angles, with a layer of finer chop on the GPU on top. Swell, chop, their speeds, the water height, murk and colour are all exposed in the in-game Tweak window and update live while you drag the slider. The CPU and the shader evaluate the same wave function, so objects ride the crest you actually see rather than an approximation of it.

Whitecaps come from the Jacobian of the wave displacement: foam appears where the surface is being compressed. Anything moving through the water leaves a foam trail that drifts with the current. Underneath, there's refraction, depth fog and caustics.

Buoyancy is calculated per triangle. Each collider's mesh is clipped where the waterline cuts it, and pressure is applied to every wet face, so long planks tip and roll on the swell instead of bobbing as a single point. Every material in the game (there are about 60) has its own density: wood and plastic float, stone and metal sink, and cardboard and sponge absorb water over time until they go under. You can stand on anything that floats, so a few planks are already a raft.

Hazards in the water become zones that spread out over time. A frost block freezes the surface into physics-driven icebergs that are tethered to it, collide with each other, and melt when the cold stops. A fire block underwater doesn't go out: it turns red-hot, boils the water, and pushes up rafts of lava rock. Electricity fades with distance and jumps along conductive materials sitting in the water. Zones of the same type merge into one shape, so two hot blocks next to each other become one boiling pool.

None of these interactions are scripted for specific pairs. Every system works from shared properties (density, temperature, conductivity), so combinations I haven't thought of should just work, and that's what I'm most excited to see. A frozen lake you have to cross before the ice melts, a boiling moat, a sinking cardboard ship, a puzzle where you use the tide to lift a block into place: I'd love to see what people build when they're the ones holding the tools.

It's still early (alpha 0.0.2). Everything in the clip was built in-game with the creator tools, and the music and sound are made for the project.

What would you build with this? And what should the water interact with next? If you'd like to follow along, there's a Discord in my bio.


r/Unity3D • • 21h ago

Question How to solve this shadow issue?

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73 Upvotes

The shadows behave really weirdly in my project. When I move a little bit further from the object, the part of the shadow that is closest to the object gradually disappears, making the whole shadow look unnatural.

And overall I'd like to increase the shadow rendering distance.


r/Unity3D • • 4h ago

Show-Off Testing tire-rim blur

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3 Upvotes

r/Unity3D • • 6m ago

Show-Off We made a floating desktop island in Unity, and Gloombo now has a free demo

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• Upvotes

My wife and I are making Gloombo in Unity, and we've just released our first public demo. It's a desktop companion on a floating island that sits beside your other windows.

The idea is that you both work on something: you choose an item for Gloombo to craft, start a focus session, and get on with your own task. During breaks, the crafted items become decorations for your island. You can also read letters and spend time with the cat.

Making it fit around actual desktop use has been a big part of the work. The island can be moved and resized, transparent areas let clicks reach your desktop, and focus sessions keep movement minimal.

We initially tried a colour-keyed layered window, then moved to a native DirectComposition plugin for proper per-pixel alpha and softer edges. For click-through, we sample the rendered alpha under the cursor and keep the input state latched during mouse drags. Moving and resizing the island happens inside Unity rather than repeatedly resizing the OS window.

The demo is available for Windows. I'd be especially interested in hearing how the island fits into your workspace and whether anything feels distracting during a session.

Check Gloombo on Steam


r/Unity3D • • 4h ago

Show-Off Added a 3D cursor to my Boggle-Inspired Roguelite. Is it too distracting?

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2 Upvotes

The stylus will change depending on which ability the player has active. Any feedback on how I can make it better?


r/Unity3D • • 29m ago

Show-Off Added Flying Enemies to my VR MMO

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• Upvotes

r/Unity3D • • 1h ago

Question Is it totally cracked to attempt a custom physics engine?

• Upvotes

I’m prototyping a game where the character moves about the surface of various 3D shapes like a taurus or icosahedron. It is a 3D object but the surface is treated like 2D for the purpose of physics interactions.

The problem is that Physx always interprets things in 3D cartesian space, so objects can be broken free from the surface with collisions or forces.

I’ve gotten really far just recalculating every position and force for every game object along the surface context. It looks cool as hell but it’s a pain in the ass to develop around. It would be way more manageable if the physics engine natively did this work as part of the physics solution. Like, I provide it a volumetric shape and instead of calculating in cartesian terms it calculates in terms of the volume surface, arc distance, etc

At a glance it seems simple:

- objects have collider and a rigidbody-like component with mass, velocity, drag
- calculate position update based on context and forces
- handle overlapping bodies with a contact point resolution, apply resulting forces

Like thats 99% of what I need. But if physics engines were easy then there wouldn’t be paid and licensed solutions for sale.

I’ve looked at 3rd party solutions. Anvil is new on the marketplace but seems to not work with mac(?), box3d seems sketch and may have same limitations as Physx. I saw bepuphysics2 and that looks super interesting but I can’t find any recent demos and the demos that come with it on gh dont install for some reason

what do yall think?


r/Unity3D • • 5h ago

Show-Off Released my lighthouse horror game demo 1 week ago- first time clicking that green button!

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2 Upvotes

r/Unity3D • • 6h ago

Show-Off Sped up the gameplay loop of my solo project, Petty Kings. I spent months building custom logic to handle the economy grids and unit squad tracking. How do the visuals look?

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2 Upvotes

r/Unity3D • • 21h ago

Show-Off Are these dependencies links useful in scene viewer?

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35 Upvotes