r/Unity3D Jul 09 '26

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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106 Upvotes

r/Unity3D 6h ago

Official Unity 6.6 is now available

201 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 12h ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

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1.3k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 5h ago

Resources/Tutorial Unity 6.6 Just Released! Here's What's New

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65 Upvotes

Unity 6.6 released today! I did a recap video that covers some of my favorite changes as well as a few things to know about them (including code samples).


r/Unity3D 4h ago

Show-Off Sometimes HDRP lighting hits just right

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28 Upvotes

r/Unity3D 5h ago

Game After 2 years of work, it’s finally ready for release! Apocalypter - a Mad Max-inspired, procedurally generated, open-world survival game.

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26 Upvotes

r/Unity3D 20h ago

Show-Off saw an astral dice shader on twitter and had to try rebuilding it in unity

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333 Upvotes

Colours still aren't quite there but I'm happy with where it landed

Ask any questions


r/Unity3D 3h ago

Show-Off Frag grenade logic implementation.

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12 Upvotes

r/Unity3D 5h ago

Game A chill incremental game about a horde of space dwarves who strip-mine entire planets while you rain down pickaxe combos, lasers, and missiles to help dig.

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15 Upvotes

So this one's about being the captain of a galactic dwarf starship. You touch down on a planet, thousands of dwarves pour out of the cargo hold, and they just get to work tearing the rock apart on their own, you just sit back and watch your army and your bank account grow while chipping in from above.

- Thousands of dwarves split into 3 classes: Miners, Demolishers, and Snipers.

- A pickaxe with combos up to 8x, a laser cutter, and the "Dragonfly" missile launcher.

- Hidden ore veins and planet cores (gold, silver, diamond) for a big instant payout.

- Galactic exploration too, chase down rare planets, dig up ancient artifacts.

No clever tactics to learn, no progress to lose - just switch it on and strip-mine the galaxy at whatever pace feels right to you.


r/Unity3D 18h ago

Game Jam Devastable city - DOTS physics tech demo

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144 Upvotes

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader


r/Unity3D 1h ago

Game Unity for Strategy Games is the Best (A fun challenge in AI balancing).

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Upvotes

I've been working on Dwarf Guild Mania for quite a while now, and I've just pushed what is probably the biggest update the game has had so far. It's changed the game quite substantially, so I wanted to take a break from talking about features and instead talk about what it's actually like building a strategy game in Unity - particularly the part that's caused me the most headaches: AI and balancing.

When I originally started Dwarf Guild Mania, it was meant to be a fairly straightforward turn-based economic strategy game. The idea was simple: manage your guild, collect resources, build up your economy, and try to become the wealthiest and most prestigious dwarf faction. But over time, I just kept adding systems. Then came factions. Then politics. Then diplomacy. Then alliances and diplomatic agreements. Then warfare. Then territorial expansion. And suddenly I had a game where every player can potentially have hundreds of decisions available to them every turn.

Now you can form alliances, negotiate diplomatic deals, manage relationships with other factions, declare wars, fight battles, expand your territory, manage your domestic affairs, develop your economy, assign units, and generally try to keep an entire dwarf civilisation from collapsing in on itself. Which brings me to the problem that's taken up way more of my time than I'd like to admit: actually getting the AI to play the game.

AI is ridiculously hard

My last three games were FPS-style games, so this has been a pretty massive change in how I think about game development. With an FPS, you can give an AI a relatively small set of immediate decisions: move here, shoot that, investigate this, take cover. A strategy game is completely different. Imagine giving an AI 20 units, hundreds of tiles, dozens of possible actions, multiple resources, diplomatic relationships with 15 other players, a military score, an economy, domestic problems and a bunch of longer-term objectives. Now ask it: "What should you do this turn?" And then ask it again next turn. And again. And again. Somehow it needs to make decisions that are not only individually sensible, but also make sense as part of an overall strategy.

I ended up completely rebuilding my AI system four times before getting to the architecture I'm using now. The biggest lesson I learned was that I couldn't just make the AI ask: "What is the best action I can take right now?" It needed to first ask: "What am I actually trying to achieve?"

Breaking it into layers

The current system separates the AI's overall strategic priorities from the individual actions its units can take. At the beginning of a turn, the AI evaluates its current strategic position and produces a priority score between 0 and 1 for several broad strategic areas: Economy, Military, Domestic, Diplomacy, and Expansion. So an AI might decide that, given its current situation, its priorities look something like: Military at 0.85, Economy at 0.70, Expansion at 0.55, Diplomacy at 0.30, and Domestic at 0.15.

This doesn't tell the AI exactly what to do. Instead, it tells the rest of the AI what kind of decisions it should favour. If the AI is preparing for a war, military actions become much more valuable. If its economy is collapsing, economic actions become more important. If it's surrounded by powerful enemies, diplomacy may suddenly become a very high priority.

Then the unit-level AI takes over. Rather than having one enormous AI system evaluate every possible action for every unit, each unit is responsible for figuring out what it can realistically do. A merchant might evaluate markets, trade opportunities, valuable resources, and potential trade routes. A diplomat might look at rival factions, existing diplomatic relationships, potential alliances, and players that might be willing to negotiate. A military unit might look at enemy territory, friendly territory, strategic positions, potential attacks, and defensive positions.

The important part here is that the unit doesn't necessarily evaluate every tile on the map. If I have 500 tiles and a merchant can only meaningfully interact with 30 of them, there's no reason to make the merchant score all 500. Instead, each AI unit first filters the map down to a sensible subset of potential targets and then evaluates those. This made a surprisingly large difference to performance. The AI was originally doing an enormous amount of work every time you clicked "Next Turn", because it was effectively considering thousands of pointless combinations.

Scoring with context

Once a unit has figured out what it can actually do, it scores those actions. You might end up with a list like: Merchant trading at Market A scoring 72, Merchant trading at Market B scoring 61, Builder constructing a House scoring 58, Diplomat proposing a Pact scoring 54, Soldier attacking an Enemy scoring 51. But those aren't the final scores. The AI's overall strategic priorities get factored into them. If the AI has decided that Military is extremely important this turn, military actions get boosted. If diplomacy is currently a low priority, diplomatic actions get reduced. This means the individual unit doesn't need to understand the entire strategic situation. The strategy layer says "Military is important right now", the military unit says "Here are the best military things I could do", and the AI planner combines the two.

Once every unit has generated its best possible actions, they all get combined into a ranked list and sorted by strategic score. The AI now has something resembling a giant shopping list: Attack enemy position, Build military barracks, Recruit regiment, Establish trade route, Build house, Send diplomatic proposal, Expand into territory, and so on. The planner then works its way down this list and tries to actually assign those actions to units. When it sees "Build House → Builder #3", it checks whether Builder #3 can actually perform that action. If they can, the action gets assigned. Once a builder has been assigned an action, I remove other conflicting builder actions from consideration. There's no point in the AI planning five different things for the same unit in the same turn.

This sounds fairly simple, but there are a lot of edge cases once you start dealing with multiple units competing for the same tiles, actions that conflict with each other, and resources being spent by previous decisions.

The resource problem

The biggest problem I had with the AI was actually resource management. Originally, the AI would look at its available actions and pick the highest-scoring action it could currently afford. That sounds logical. It wasn't. It resulted in the AI constantly spending its resources on cheap, relatively unimportant actions while never making progress towards the expensive things it actually needed. Imagine the AI wants to build a powerful military structure that costs 500 gold. It currently has 400 gold, so it can't afford it and ignores it. Then it finds a low-priority building costing 50 gold and buys that. Then another cheap action. Then another. It would continuously spend its money without ever saving enough to do the thing it actually wanted.

So I introduced a planning budget. The AI generates a snapshot of its available resources at the beginning of the planning phase, and every time it considers an action, the cost of that action is accounted for against the planning budget - even if the AI can't currently afford to execute it. This was a really important change. If the AI decides "I really want to build this 500 gold military structure" but only has 400 gold, that action still consumes 500 from its planning budget. The AI therefore doesn't suddenly spend that 400 gold on five unrelated actions. Instead, it effectively decides: "I'm going to save for this." On a future turn, once it has enough resources, it can actually execute the action. This makes the AI feel much more intentional because it isn't just reacting to whatever it can afford at that exact moment. It's actually capable of planning around future resource requirements.

Why not just simulate ahead?

One of the obvious solutions would be to simulate several future turns and pick the sequence that produces the best result. The problem is computational cost. When you have hundreds of possible actions, multiple units, dozens of possible tiles, and interactions between diplomacy, economy, warfare, and territory, the number of possible future states gets ridiculous very quickly. Trying to brute-force every possible decision tree would be completely impractical for what I'm trying to achieve.

Instead, I'm using a more hierarchical approach: Strategic goal → Action evaluation → Unit selection → Resource planning → Execution. Rather than asking the AI to simulate everything, I try to make each layer make a reasonably intelligent decision and then combine those decisions. It's not perfect, but I've found that it gives me a much better balance between AI quality and performance. And honestly, getting that balance right has probably been one of the hardest parts of the entire game.

And then there's balancing

Balancing a strategy game is basically a full-time job by itself. Every time I change one number, it can affect five other systems. Increase the value of a resource and the economy changes. Economy changes and military production changes. Military production changes and diplomacy changes. Diplomacy changes and AI expansion changes. Expansion changes and resource availability changes. Suddenly a small balance change has completely altered the way the AI plays the entire game.

I've spent a ridiculous amount of time watching AI games play out, looking for situations where an AI is making decisions that technically make sense according to its scoring system, but are obviously stupid when you watch the game as a human. That's actually been one of the most useful parts of developing the game: watching the AI play against itself. You start seeing emergent behaviour that you never explicitly programmed. Two factions becoming long-term allies. A weaker faction desperately trying to build an alliance because it knows it can't win a war alone. An AI expanding aggressively and then completely wrecking its economy. A faction becoming extremely wealthy but militarily vulnerable. Or an AI deciding that war simply isn't worth the cost and instead building up economically. Those moments are probably the most rewarding part of developing the game.

Everything else

Outside of the AI, I've also been putting a lot more work into the presentation recently. I've been rebuilding and refining a lot of the UI, improving the map presentation, adding more feedback to actions, and generally trying to make the game feel less like a collection of systems and more like an actual cohesive strategy game.

I also added a heraldry system because, well, why not? You can create a coat of arms for your faction and have it represent your civilisation across the game world. It's one of those features that isn't necessarily required for the gameplay to work, but adds a lot of personality to the world.

I'm still very much in the process of figuring out what Dwarf Guild Mania actually wants to be. It started as a relatively simple economic strategy game and has gradually grown into this weird combination of economics, politics, diplomacy, warfare, factions, and territorial strategy. That's created a lot of technical challenges, but it's also made the project much more interesting to work on.

I'd genuinely love to hear what people think about the visual direction, UI, AI approach, and overall first impression. Especially from other Unity developers — I'm very interested in how other people approach AI architecture in strategy games, because this is definitely an area where I've learned mostly through repeatedly breaking my own system and rebuilding it.

Thanks for coming to my strategy game TED Talk. 😂

Steam page:
https://store.steampowered.com/app/4346210/Dwarf_Guild_Mania/


r/Unity3D 3h ago

Show-Off Thanos Fractured Frontier Revolver Animation

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4 Upvotes

r/Unity3D 6h ago

Show-Off First impressions of my megabonk-meets-zelda unity prototype

8 Upvotes

r/Unity3D 6h ago

Game Expanding the place in my game Nightlife Tycoon

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7 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.


r/Unity3D 4h ago

Show-Off The ships now catch fire when destroyed and the water will extinguish it too

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4 Upvotes

r/Unity3D 8h ago

Show-Off 1/3 of the creatures and maps for my game are done \o/ 29 creatures so far

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7 Upvotes

r/Unity3D 1d ago

Show-Off Tachyon Flow - Update #4: It's been months since I've posted on reddit, so here's some new gameplay/animation work since then...

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2.4k Upvotes

r/Unity3D 6h ago

Show-Off Making our monster tamer Metroidvania with Unity, even using a perspective camera for that sweet parallax

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4 Upvotes

r/Unity3D 2h ago

Game My game finally has a trailer

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2 Upvotes

It's a turn based tactics game with roguelike progression. I've been working on it for a while now, all in unity with a lot of unity assets. Just about every model and visual effect you see in the trailer is from unity asset store!


r/Unity3D 7h ago

Resources/Tutorial Modular Medieval Watchtower 3D Model

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3 Upvotes

r/Unity3D 19h ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

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34 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 8h ago

Show-Off Just finished my first devlog

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4 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/Unity3D 11h ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

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7 Upvotes

r/Unity3D 1d ago

Show-Off Car teleportation system in my game

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94 Upvotes

Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.

Still pretty rough around the edges, but it's a WIP.

In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.


r/Unity3D 14h ago

Show-Off Old Street Game Room - Game Environment

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6 Upvotes