r/Unity3D Unity Official 13h ago

Official Unity 6.6 is now available

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

243 Upvotes

41 comments sorted by

177

u/Mechabit_Studios 13h ago

Native Dictionary Serialization

dang, it's been a long time coming

90

u/unitytechnologies Unity Official 13h ago

https://giphy.com/gifs/FoH28ucxZFJZu

- Trey
Community Man @ Unity

21

u/DoctorShinobi I kill , but I also heal 13h ago

23

u/unitytechnologies Unity Official 13h ago

https://giphy.com/gifs/tBARTh0PZ6XCMlVEhi

- Trey
Community Man @ Unity

7

u/yoitstoast 11h ago

i’m not usually one to jump on the latest versions but this has had me chomping at the bit for 6.6’s full release

3

u/Nilloc_Kcirtap Professional 2h ago

I've been using Odin for a while now, so I sort of forgot that wasnt a native feature. It's mind boggling that it took them this long to implement it.

62

u/QuitsDoubloon87 Professional 13h ago

I love how fast these have been flying out since 6.0, feels like a whole new Unity. 

If i could ask you to pass along one cristisim, its that the new hierarchy is just to big. The text/per line space should be half that size, or be scaleable freely. Thanks!

39

u/unitytechnologies Unity Official 13h ago

I shall pass that along! Thanks!

- Trey
Community Man @ Unity

2

u/QuitsDoubloon87 Professional 9h ago

Thank you Trey! Your effort is truly apriciated!

18

u/WatchMeEatOranges 13h ago

Hot dog, native dictionary serialization will come in handy!

10

u/tetryds Engineer 12h ago

It finally looks like progress is happening!

11

u/antiNTT 13h ago

Is CoreCLR gonna release with Unity 7 then?

22

u/RichardFine Unity Engineer 13h ago

There's a technical preview of the CoreCLR Player for desktop platforms in 6.7, but the Editor is planned for 7.0, yes.

9

u/antiNTT 13h ago

Gotcha, thanks!

1

u/100radsBar 9h ago

I thought 7.0 is 6.7

3

u/RichardFine Unity Engineer 9h ago

No, 7.0 has taken the place of 6.8, not 6.7. 6.7 alpha is already out.

1

u/100radsBar 8h ago

aah thanks

9

u/GameplayTeam12 13h ago

new about graph toolkit?

8

u/unitytechnologies Unity Official 13h ago

3

u/GameplayTeam12 13h ago

awesome! keep pushing more, I love the current package and the missing piece for me is the built in runtime without doing all the boilerplate. I hope we can get that at some point!

5

u/Rlaan Professional 12h ago edited 8h ago

Love the new changes.

Especially happy with the UITK improvements. A lot of effects we've made ourselves in 6.0 and 6.3 but this will simplify things for the future. Also nice that UITK now has a profiler integrated in the profiler itself. And really big that may go unnoticed, but we can SetText without allocations now.

But also the general profiler changes, and editor changes. Good job. Looking forward to use this in the future.

5

u/SmileLonely5470 12h ago

Wow thats actually a lot of good stuff. I wasn't expecting there to be multiple changes that are actually relevant to my project.

8

u/TheDevilsAdvokaat Hobbyist 12h ago edited 11h ago

Nice.. There's going to be a lot of hubbub....

Edit: wow. My project now loads from the hub and is ready to run in 7.8 seconds. And play mode is instant, no lag at all.

3

u/OstrakaSystems Professional 11h ago

Christmas has come early! I'm most interested in the serialized dictionaries and 2D lighting changes but I'll have to explore the other ones this week.

6

u/unitytechnologies Unity Official 10h ago

- Trey
Community Man @ Unity

3

u/R4G_TIME 9h ago

OMG Native Dict serialization. The only thing Unity missed along Odin Visual Designer.

2

u/pararar 11h ago

New hierarchy window? Is this something that has been introduced before? Did I miss this? Does anyone have experience with it already?

2

u/EntropiIThink 9h ago

Thank you Trey 🫡

2

u/nvidiastock 7h ago

I know that Unity had a rough couple of years but with releases like these it's finally turning around. Thank you to all the team, I am still excited to use Unity in future projects.

1

u/DanQZ 4h ago

Holy SHIT what an update!

1

u/colbsatron 1h ago

No more coding custom inspectors to render dictionaries, I am shocked how long this took.

1

u/imwatchingyou-_- 13h ago

!RemindMe 6 hours

1

u/RemindMeBot 13h ago edited 13h ago

I will be messaging you in 6 hours on 2026-09-01 22:28:12 UTC to remind you of this link

1 OTHERS CLICKED THIS LINK to send a PM to also be reminded and to reduce spam.

Parent commenter can delete this message to hide from others.

RemindMeBot is switching to username summons. Instead of !RemindMe 1 day, use u/RemindMeBot 1 day. More info.


Info Custom Your Reminders Feedback

1

u/kenzogamesreddit 12h ago

Nice birp is still available so i can use this version

1

u/Doraz_ 11h ago

sadly, the new unity versions dropped support for many old devices :/

1

u/WazWaz 8h ago

Mobile devices? I've recently updated because of API requirements from Google and looking closer they were all so old it's unlikely anyone with such an old device actually buys anything, so not a market loss. It's nice to keep supporting existing players on old devices, but not at the detriment of far more new players.

1

u/CrazyNegotiation1934 9h ago

Is DX12 crashing randomly fixed ?

-12

u/SozINh 13h ago

will unity ever have a 3D/4D terrain system? those kinds of games hold a disproportionate amount of ROI, demand, etc. Minecraft and enshrouded/ other games being so big i assumed this would be a terrain component a long time ago.. Was one of the selling points of everquest next, the method of doing so is also on github.
Its a feature thats a large bottleneck for creative maps

4

u/WazWaz 8h ago

The method is there, so you don't need a specific implementation in Unity. There are far too many implementation-specifics for this to be something shipped with Unity - Minecraft and Space Engineers aren't the same thing for example.

u/NeitherManner 4m ago

Does that shader compilation thing improve urp build times?