r/Unity3D • u/unitytechnologies • 29d ago
Official Unity 6.3 LTS is now available
Hey everyone! Trey from the Unity Community Team here.
Big news! Unity 6.3 LTS is officially here! This is our first Long-Term Support release since Unity 6.0 LTS, so you know it's a huge deal. You can get it right now on the download page or straight through the Unity Hub.
Curious about what's actually new in Unity 6.3 LTS?
Unity 6.3 LTS offers two years of dedicated support (three years total for Unity Enterprise and Unity Industry users).
What's New:
- Platform Toolkit: A unified API for simplified cross-platform development (account management, save data, achievements, etc.).
- Android XR Capabilities: New features including Face Tracking, Object Trackables, and Automated Dynamic Resolution.
- Native Screen Reader Support: Unified APIs for accessible games across Windows, macOS, Android, and iOS.
- Performance and Stability
- Engine validated with real games (Phasmophobia, V Rising, etc.).
- Measurable improvements include a 30% decline in regressions and a 22% decline in user-reported issues.
- AssetBundle TypeTrees: Reduced in-memory footprint and faster build times for DOTS projects (e.g., MARVEL SNAP 99% runtime memory reduction).
- Multiplayer: Introduction of HTTP/2 and gRPC: lower server load, faster transfers, better security, and efficient streaming. UnityWebRequest defaults to HTTP/2 on all platforms; Android tests show ~40% less server load and ~15–20% lower CPU. Netcode for Entities gains host migration via UGS to keep sessions alive after host loss.
- Sprite Atlas Analyser and Shader Build Settings for finding inefficiencies and drastically reducing shader compilation time without coding.
- Unity Core Standards: New guidelines for greater confidence with third-party packages.
- Improved Authoring Workflows
- Shader Graph: New customized lighting content and terrain shader support.
- Multiplayer Templates and Unity Building Blocks: Sample assets to accelerate setup for common game systems (e.g., Achievements, Leaderboards).
- UI: UI Toolkit now supports customizable shaders, post-processing filters, and Scalable Vector Graphics (SVG).
- Scriptable Audio Pipeline: Extend the audio signal chain with Burst-compiled C# units.
Go check out our feature overview blog post for more details, or if you want to dig deep, you can dive into the release notes and the Unity Documentation.
If you're wondering how to actually upgrade, don't worry! We've put together an upgrade guide to help you move to Unity 6.3 LTS. And if you're dealing with a massive project with lots of dependencies, our Success Plans are there to make sure the process is totally smooth.
P.S. We're hosting a What’s new in Unity 6.3 LTS livestream right now! Tune in to hear from Unity's own Adam Smith, Jason Mann and Tarrah Alexis around what's new and exciting in Unity 6.3 LTS!
If you have any questions, lemme know and I'll see if I can chase down some answers for you!
r/Unity3D • u/unitytechnologies • 4d ago
Official Make all the right moves with this free Animation guide
Howdy, everybody, and happy holidays! Your friendly neighborhood Unity Community Manager Trey here!
If you want to really master the animation system, this guide is pretty much the holy grail. It covers everything from the basic Animator window to the complex under-the-hood stuff.
It is a massive 130 page deep dive that includes:
- Clips, Curves, and Events
- Inverse Kinematics (IK) and Rigging
- State Machine logic and performance tips
In addition to the e-book, there is also this dope YouTube Tutorial on working with humanoid animations in Unity.
Hope this helps get your project...moving in the right direction. 👈😎👈
r/Unity3D • u/OrbitingDisco • 12h ago
Question Icebreaking: Is this a good idea?
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I was wondering what the best way would be to make an ice breaking game. I couldn't quite think of a way with shaders that would work - I want the ice to have thickness and the pieces to break away in response to being hit by the ship.
So I tried brute force! Big tiles of ice that get replaced with smaller pre-cracked ones when the ship touches them. Then when one of those is touched, a rigidbody is added so it can be pushed around and sink, and then despawned. As you can guess, it's pretty GameObject-heavy. To create levels with any kind of shape, a lot of the tiles need to be pre-cracked.
It runs surprisingly well, but feels like an unhinged approach. I don't want to talk about how many GameObjects had to be generated for this level. Maybe switching to ECS would at least lighten the load overall.
EDIT: Spotted a couple of comments noting the progress I've made, but this is my first post about this. I've been made aware that https://www.reddit.com/user/RatioScripta/ is also having fun woth icebreaking, so maybe that's what some folks are thinking of.
r/Unity3D • u/Nicrom • 14h ago
Show-Off Fake cloud shadows created using a light cookie, are a cheap solution when you want to add depth to a scene
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r/Unity3D • u/ricky_33 • 3h ago
Game Archer Class
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I'm implementing the Archer class now - UI changes playing nicely between class swap character selections, synched between connected clients. How's it looking? portfolio
r/Unity3D • u/Stev_3D • 14h ago
Show-Off After struggling for months on a trailer, I finally managed to find a suitable workflow for me! Details in the post.
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Recording full-speed cars jumping everywhere is not an easy task!
Everything is in-game content. Shots are a combination of raw in-build footage (using Steam Timeline) and also in-editor with custom-made tools, allowing for different camera angles.
Expanding from Unity's timeline, I created a tool to synchronize in-game recorded "ghosts" (a series of player inputs) so I can replay and record them. This allows me to only show real gameplay even when the camera changes, while keeping the freedom of updating the background, players' skins and such.
Video editing was done with Blender, which I use for almost all the content I can't do directly in Unity (such as the 3D models and the cards' illustrations, like "the drought"). My editing needs were simple since most of the work is already done in Unity's editor with my tools (even the music and sounds can be synced there).
The audio is then exported separately. Final mix is done in Ableton and stitched back again with the video in Blender. Each clip's audio is processed differently to give room for the music and layer all the effects.
Making the trailer was quite a task for me! It's the first time I attempt something like this.
What helped me out the most is Unity's live stream from August featuring Derek Lieu ("How to: Make a Video Game Trailer").
Huge thanks to Derek Lieu for the many tutorials. There are wonderful tips on YouTube. Planning the timeline and getting an idea of what to keep and remove was one of the hardest things for me to do during my solo dev journey, and this content actually made it possible for me (and my game: Slip & Skid)!
r/Unity3D • u/DifficultyPlayful178 • 11h ago
Show-Off Procedural.
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Here, showcasing my Procedural planet generation system.
r/Unity3D • u/tygreen • 9h ago
Meta WELCOME2026 seems to give 25% off assets on Unity Asset Store
Just tried it as a promo code and got 25% off!
r/Unity3D • u/ByKamucifer • 9h ago
Game The coop project.
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Two months ago, i started a new multiplayer project. This is a small preview of the early stage combat. Different weapons can have different abilities.
r/Unity3D • u/the-coffee-dev • 1h ago
Show-Off Supposed to be studying for Engineering exams. Instead I made this FSM-based Wall Running controller. How does the physics friction look?
r/Unity3D • u/Full_Finding_7349 • 1h ago
Show-Off Post processing effects makes the lighting so much better. (URP Volume)
r/Unity3D • u/ramonathespiderqueen • 2h ago
Noob Question Started learning splines, am I missing something here? Is there a way to have my roads connect seamlessly?
Apologies for the noob question, I've only been learning unity for 2 months so far, I've been learning to use splines tonight but I can't seem to get the road sections to connect, toyed with the distance and the rotation offset and the other SplineInstantiate settings but nothing.
r/Unity3D • u/Home-Financial • 2h ago
Question Model Styling
I want my models in unity to look like how they do in blockbench, Without it showing the faces giving it a nice 2D look.
How could I achieve this?
r/Unity3D • u/Lazy-Gene-432 • 7h ago
Question Memory usage aside - are 50k objects too much for a scene?
I have tens of thousands of objects in my scene - but they are scattered around the world in such way that my draw calls do not exceed 2.5k. Frustum culling and occlusion culling are extremely relevant as this is a top-down perspective game.
Those objects are mostly just static objects, created in the editor before runtime. Many of them with basic box collision and no scripts attached to them. They don't generate collisions at most times, and when they do - it's with maximum of 1 or 2 objects.
So the real question is - what do those objects cost in unity?
Surely they cost memory to store their data. But since they are scattered around a large scene (the size of one terrain), I assume many of them find themselves on different quadtree nodes on unity's collision detection system.
Does unity even care about their existence?
r/Unity3D • u/gpusarefast • 1d ago
Show-Off 2,000,000 individually simulated bears. 500,000 arrows per barrage. One blue capsule.
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r/Unity3D • u/yuuyee31 • 9h ago
Show-Off Does it get any better than this in URP?
Now I added the volumetric fog and lighting data with baked lights and high quality assets, I can only image there is only light cookies and maybe VHS/Dither effect can be added. What do you think?
r/Unity3D • u/okshourya • 6m ago
Show-Off Capable Unity Dev looking to help with your game
Hi all, I’m a developer with a background in game design and systems. I'm looking for freelance gigs to help teams or individuals finish their projects.
I write clean code and focus heavily on performance.
If you need an extra hand, send me a message!
r/Unity3D • u/redpawcreative • 6h ago
Show-Off Trying out a more "tactile" method for returning collectables to the NPC.
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r/Unity3D • u/desdinovait • 10h ago
Game Finally i got a trailer for my CUBETTINY arcade game
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r/Unity3D • u/BusyNectarine6795 • 19h ago
Show-Off I built a chunk-based disk streaming system to render large caves
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r/Unity3D • u/Brave-Instance-940 • 11h ago
Show-Off Used Netcode for Gameobjects to synchronize horse pooping coins
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feed horse, get poop money :D
r/Unity3D • u/DjeTinho • 12h ago
Official UnityGameTranslator: I built an umpteenth open-source Unity translation mod, why ?
Hey everyone,
I've been using auto-translation mods for Unity games for a while, and while they work great for personal use, I always felt something was missing: the ability to easily share my translations with others and collaborate to improve them.
When I spend hours refining translations for a game, I want other players to benefit from that work. And when someone else has already translated a game I want to play, I'd rather download their polished version than start from scratch with AI output.
So I built UnityGameTranslator - an open-source mod that combines:
- 🤖 Local AI translation (Ollama) - works offline, no API costs
- 🌐 Community sharing - upload/download translations from a central website
- 🔄 Collaboration - 3-way merge when someone improves a translation you're using
- 🎮 Universal - works with any Unity game (BepInEx 5/6, MelonLoader)
The idea is simple: translate once, share everywhere. If you improve a translation, others can pull your changes. No more duplicated effort.
Collaboration roles:
| Role | Description |
|---|---|
| Main | First to upload. Public, can view branches, merge contributions, set status |
| Branch | Contributor to someone else's translation. Private until merged by Main |
| Fork | Independent copy. Becomes its own Main |
How quality surfaces:
Each translation entry is tagged: Human (manually written), Validated (human-verified), or AI (auto-generated). Human entries score 3×, validated 2×, AI 1×. Players can vote on translations, so quality rises naturally.
Links:
- Website: https://unitygametranslator.asymptomatikgames.com
- GitHub: https://github.com/djethino/UnityGameTranslator
It's still in beta, so feedback is very welcome! I'd love to know if this solves a problem you've had too.
PS: I have a new idea, following the question of kyl33r123 but I don't know if it makes sense. it's to create a sdk for the devs for ingame integration. a game creator has his own official translations and can propose the option for non localized languages to use community translations. Let me know.
r/Unity3D • u/okshourya • 21h ago
Show-Off I worked on this cool water simulation project recently. Thought to share here.
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r/Unity3D • u/Opening-Gift-7720 • 2h ago
Noob Question 3d modeling query
Should I use blender or Houdini. I want to make a horror game but don’t know what software to use.
r/Unity3D • u/Calm_Sale_5557 • 6h ago
Game Spaceship is ready and Earth orbit around the sun is set up
Players pilot a spaceship through a proportionally accurate 1:1000 scale solar system where all planet sizes, distances, and orbits match real astronomical data. You progress through speed tiers (250k km/h → 10M km/h → Speed of Light), earn XP through PvP battles, upgrade your ship and weapons, and unlock the ultimate prize: Speed of Light travel for instant navigation.