Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026

Unite Seoul Keynote is streaming live next week!

:spiral_calendar: 2026-07-21T01:00:00Z

We’ll also live-thread key updates from the Keynote right here for you to follow along or catch up.

We’re excited to share what we’ve been working on, except first looks at what’s coming next for the engine: CoreCLR, graphics, 2D, and more. There’ll be demos of brand-new features happening in real time, plus a few big announcements making their global debut straight from the Seoul stage.

This presentation contains forward-looking statements, including statements about future product releases, features, timing, and capabilities. These statements are based on current expectations and are subject to change.

We’ll be editing the main post with live announcement summaries from Unite Seoul and we’ll link to replay timestamps when the recording is live.

Introduction and announcement of Unity 7, an open collaborative platform.

Unity 7 is a leap forward in how games are made. An open, collaborative platform where multiple teams work together across the full lifecycle of game creation. More to come on what to expect throughout.

Dave the Diver studio shares how Unity powered their growth

Dave the Diver started as one idea from a small Korean team and has now sold over 8 million copies worldwide, with Unity letting them expand without rebuilding from scratch each time.

A look at CoreCLR and .NET modernization for faster iteration

Unity 7 (next year) adopts CoreCLR with .NET 10 and C# 14. Modern language features, better IDE/debugger support, and a smarter reload model. MSBuild support also paves the way for compiling outside the Editor, enabling faster agentic workflows. Meanwhile, Fast Enter Play Mode (default in 6.6+) is already speeding up real projects today. 68 top Asset Store packages are pre-tested, and Project Auditor (in Unity 6 now) helps you prep for the switch. Upgrade guide here.

Supercharged URP, preview of Surface Cache GI in and other major graphics upgrades

This is a big section, we recommend watching the games/demos!

LINE Games’ Ember and Blade showed off Unity 6’s cel-shaded battles (Shader Graph + Adaptive Probe Volumes for time of day) and denser particles with VFX Graph and efficient batching.

Looking at Supercharged URP, a demo previewed Surface Cache GI, Screen Space Reflections, and GTAO for URP across a broad range of devices, including running at 60FPS even on a Galaxy S26. Preview in 6.7 alpha, broadly available with 6.7 LTS.

Also: DXC shader compilation (6.6), new Shader Build Settings + Fast Build Profile cutting build times (6.7), production-ready WebGPU (6.6), and expanded on-tile mobile rendering.

2D Showcase of advances with Physics Core 2D and new Render Sprites API

Highlighting stunning Made with Unity 2D titles like The Eternal Life of Goldman, Constance, The Ashen OZ, Solateria, and INARI.

Showing off the recent 2D reshape (unified 2D/3D scenes with shared lights and shaders), the multi-threaded Physics Core 2D (built on Box2D v3), and a new Render Sprites API for high-performance sprite rendering, all demoed in the Bunny Blitz sample, which holds 60fps even on older mobile devices and is available now on the Asset Store.

Unity Neural, on-device inference for the compute pipeline

Unity Neural, a class of new technologies and features built into URP without disrupting existing workflows: neural upscaling, an upgraded framework and hardware partnerships bringing sharper details and fewer artifacts. Neural texture compression (NTC) cutting runtime memory over 50% and disk size ~70% at near-lossless quality, and models that your team train locally in the Editor then run on-device (phones, consoles, headsets, PCs) via an upgraded Sentis with zero server round-trips. Rolling out starting in Unity 6.7, with more coming in Unity 7.

Meta and Unity are making Quest VR development easier

Meta and Unity are integrating AI-guided workflows into Quest development, covering project setup, input systems (like hand tracking and 6DoF controllers), performance tracing/optimization, and automated validation, working across the Unity Editor, code editors, or AI-native flows. To dive in, check out Meta’s Quest Agentic Tools and start building with Meta VR CLI, Meta XR Operator and Unity-connected AI workflows for Quest.

Building and porting to XREAL AURA

The newest addition to Google’s Android XR ecosystem uses existing Android XR workflows, built on open standards, making porting straightforward from other XR platforms. Resolution Games (Demeo) already ported from Samsung’s Galaxy XR to XREAL AURA with minor adjustments, and updated XR Hands tools help developers shift from controller-based to hand-tracked interactions. More information here.

First look at Unity game rendering natively inside Unreal Engine

Fantasy Kingdom, a Unity game, rendering natively and in real-time inside Unreal Engine via PolySpatial, a client-server protocol where characters, physics, lighting, and input are fully synchronized between engines. Not yet live in Fortnite, developers can fill out an interest form for early access consideration in 2027 here.

Unity Vector drives player acquisition.

Unity Vector, powering monetization and player acquisition across the 70%+ of top mobile games built on Unity with studios like Homa and Playrix scaling through new campaign types. Actionfit CEO Inhoo Park shares how the top Korean hybrid-casual publisher achieved global scale with Unity Vector.

Unity Vector continuous improvements, Ads MCP and Campaign Assistant

Ongoing improvements to Unity Vector including expanded Custom Events optimization this fall, plus a new end-to-end agentic creative workflow that automatically generates and optimizes ad creatives, launching later this year. Also announced: the Unity Ads MCP, connecting Unity Ads directly to agentic tools, and Campaign Assistant, a conversational agent (alpha, later this year) that diagnoses performance issues and recommends fixes in seconds instead of half a day.

Native direct-to-consumer commerce with Unity IAP SDK

Native Direct-to-consumer commerce with a new addition to the In-App Purchase SDK, including in-game checkout flows so players can purchase without leaving the game. Going live with Stripe and Coda as payment providers (Stash coming soon) to handle payments, compliance, and fraud detection. Additionally, a no-code webshop builder in the Unity Dashboard at no additional cost. Unified commerce management, giving you one shared catalog, combined reporting, and routing rules across native stores and direct-to-consumer sales, with commerce data flowing into Unity Vector to help find more players who love your game.

Helping a variety of Industries achieve their best work.

Unity’s Industry solutions let teams across disciplines create and collaborate in 3D environments. The latest Unity Studio update adds real-time multi-user editing in the same project. The demo showed a browser-based Studio project with reviews of comments, teammates working simultaneously, the ability to jump into a teammate’s view, and instant publishing. Also in progress: agentic workflows and two-way sync between Studio and the Unity Editor. Lastly, pipeline automation cuts the manual work of handling CAD files and large 3D assets, using an API compute layer to pull assets from PLMs, convert formats, and deliver them to live 3D applications on any device, with support for third-party tools.

Opening the Editor to everyone

An API and set of services that open a Unity production to tools, roles and agents. The demo shows different roles working together both in and out of the Unity Editor. Recommend watching this demo to really understand the power of working seamlessly between Editor, web dashboard, Unity CLI, web uploads and deep links. Some of this is available in closed beta today.

Building and shipping games at scale

Supercent using agentic workflows to turn a single reference video analyzed to define game mechanics and produce a working prototype and to analyze profiler data for performance optimization, cutting what used to take hours down to an automatic process.

Live code iteration

Tune your game while playing on-device by tagging methods for reload, letting you change both existing and new code in real time without stopping the game.

That’s it for our Keynote in Unite Seoul, what are you most excited about?

- Community Team @ Unity

23 Likes

really hoping to see long awaited updates on ui toolkit

4 Likes

and forgive me but i look forward to hear what great things unity will make and then all but abandon over the next couple of years, cos we fall for it every time!

2 Likes

This is indeed true, guys, Bye bye new animation system and world building.

1 Like

Looking forward for Unity 7 announcement :slight_smile:

Looking forward to Virtual Texturing URP announcement

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I hope they don’t ruin anything by trying to add new things, and they fix all current bugs.

To be honest, (at least) they never released anything substantial with the new animation system and the terrain. Remember STP? The developer behind that technology was fired 3 months after the company announced it. Since then, it hasn’t developed at all and I think it was used in like one game.

I hope there will be as little Gen AI and XR as possible while we will hear something actually nice about future updates. I simply hope for more bugfixes and performance improvements. Unity 6.3 LTS is the buggiest version of the editor I have ever used. DX12 is still a worse option in terms of performance for PC games compared to DX11.

2 Likes

Why so much negativity?

I’m sure it will be great.
We’ll probably a more detailed timeline for Core CLR, Graph Toolkit news, UI toolkit news, ECS for all news, URP improvements.
Hopefully we’ll have infos on the new Animation system, but I wouldn’t bet on it.

In any case, I’m looking forward to it!
Unity is getting back in shape, and I’m excited to see the post CoreCLR/ECSForAll future.

7 Likes

What kind of updates you want? It’s updating every release with many new features

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It might be because Unity had already made too many promises back at Unite 2024 Barcelona.

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I get it.
Thought World Building is the only one that we won’t get anytime soon, the rest is just further than anticipated.

But it’s not like we don’t have anything happening right now.
Of the 6 things in this slide, 2 of them are happening this year, and we have a lot of other things going on as well.

Looking forward to see seeing what’s new for vr environments, after Spatial closed doors for so many artists and their galleries.

I mean looking at it, they are still working at delivering said promises, ECS for all and Core CLR are coming this year. Unified Rendering efforts are still going by getting URP up to speed with HDRP. World building and Animation require ECS for all to release first.

5 Likes

no not all things have gone to a graveyard but

over the last few years things that i remember are project tiny, the decision tree, and you mention world building and animation but i read on some dev news website that i recall that all mentions of those have gone quiet to the point i believe the site said “shelved”

Project tiny was discontinued because of ECS for all brings the same things but for everything.
The behaviour graph is still supported, and had plenty of updates.

They announced at GDC or Unite (dont remember which one) that they are stopping work on world building and animation to focus on the Core CLR and ECS for all, I am optimistic work on those will resume once both CoreCLR and ECS for all are ready to go.

8 Likes

??? It has nothing to do with ECS For All, the point of Project Tiny was extremely small build size (under 1mb) for instant games. It was discontinued in 2020

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I read the documentation and all it says its that it just allows developers to build small, lightweight games with DOTS and ECS. So yeah it makes sense they discontinue it if they are just going to merge ECS into GameObjects, so you will get the same result with GameObjects when ECS for all is done.

That could only make things worse in terms of build size, currently ECS takes 3-4mb in web, the GO / MonoBehaviour backend will not be replaced, just tied to ECS (they’ve stated that even allocation methods will remain the same for now). Web / instant games require extreme code stripping, Project Tiny had a very limited feature set and lite backend

I presume it was meant to be “expect first looks”?

1 Like